TEXT: free preview
  
  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!
  d r a g o n s t a r  p r e v i e w
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  2l2
  OPEN GAMING LICENSE
  The following text is the property of Wizards of the Coast, Inc. and is Copyright
  2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Dragonstar Copyright 2001, Fantasy Flight, Inc.
  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
  Coast and are used according to the terms of the d20 System Trademark License
  version 1.0. A copy of the license can be found at www.wizards.com.
  
  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!
  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
  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.
  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
  d r a g o n s t a r  p r e v i e w
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  3r3
  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
  
  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.
  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
  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.
  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.
  d r a g o n s t a r  p r e v i e w
  4
  4l4
  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.
  +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.
  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.
  
  Kael Loston
  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
  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
  is reduced to –10 hit points, it dies. Symbiotes can be healed
  just like any other living being, including magical healing.
  d r a g o n s t a r  p r e v i e w
  5
  5r5
  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.
  
  SALASSA MAYA
  new items and equipment
  Light body armor: This common armor is constructed of
  light ballistic fiber. Cost: 100 cr; Armor Bonus: +3; Max Dex
  Bonus: +10; Armor Check Penalty: —; Arcane Spell Failure: 0%;
  Speed: 30 ft./20 ft.; Weight: 5 lbs.
  Electronics Tools: These tools allow you to use the Disable
  Device and Open Lock skills with technological devices. Cost:
  200 cr, Weight: 2 lbs.
  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. Cost: 150 cr; Damage:
  3d8; Critical: x2; Range Increment: 100 ft.; Weight: 6 lbs.; Type:
  Energy (electricity).
  spellware
  Muscle Augmentation: This spellware involves the implan-
  tation of magically grown muscle tissues and runic surgery to
  enhance physical strength. It grants a +2 enhancement bonus
  to the user’s Strength ability score.
  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
  is reduced to –10 hit points, it dies. Symbiotes can be healed
  just like any other living being.
  d r a g o n s t a r  p r e v i e w
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  6l6
  Female elf Rog3: Medium-size humanoid (elf); HD
  3d6+3; hp 36 (16 base plus 20 trauma symbiote); Init +9;
  Spd 30 ft.; AC 22 (touch 19, flat-footed 22); Atk +7
  ranged (3d8, masterwork blaster pistol) or +3 melee
  (1d8, masterwork combat knife); SA Sneak attack +1d6;
  SQ Elf traits, evasion, uncanny dodge (can’t be flanked,
  Dex bonus to AC); AL CG; SV Fort +2, Ref +8, Will
  +2; Str 10; Dex 20; Con 12; Int 14; Wis 12; Cha 14.
  Skills and Feats: Bluff +5, Climb+2, Diplomacy +4,
  Disable Device +7, Disguise +4, Hide +10, Gather
  Information +6, Jump+2, Listen +7, Move Silently +10,
  Open Lock +9, Pilot +8, Search +9, Sense Motive +4,
  Spot +8, Swim +3, Use Computer +5; Improved
  Initiative, Point Blank Shot, Technical Proficiency.
  Possessions: Masterwork blaster pistol, masterwork com-
  bat knife, light body armor, personal communicator, 2
  power cells, masterwork electronics tools, 516 cr.
  Spellware: Muscle augmentation, trauma symbiote.
  
  Tarden fane
  new items and equipment
  Laser Pistol: This common energy weapon fires an intense
  beam of coherent light that inflicts heat damage on the target.
  A standard power cell is good for 30 shots with a laser pistol.
  Cost: 100 cr; Damage: 2d10; Critical: x2; Range Increment: 100 ft.;
  Weight: 5 lbs.; Type: Energy (fire).
  Light body armor: This common armor is consturcted of
  light ballistic fiber. Cost: 100 cr; Armor Bonus: +3; Max Dex
  Bonus: +10; Armor Check Penalty: —; Arcane Spell Failure: 0%;
  Speed: 30 ft./20 ft.; Weight: 5 lbs.
  Datapad: The datapad is a small, handheld personal com-
  puter. It provides a wide variety of functions, from data storing
  to communications. Enchanted models can be equipped with
  spellbook suites that store and organized an arcane spellcaster’s
  known spells.
  spellware
  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
  is reduced to –10 hit points, it dies. Symbiotes can be healed
  just like any other living being.
  d r a g o n s t a r  p r e v i e w
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  7r7
  Male human Wiz3: Medium-size humanoid (human);
  HD 3d4; hp 32 (12 base plus 20 trauma symbiote); Init +6;
  Spd 30 ft.; AC 15 (touch 12, flat-footed 13); Atk +3
  ranged (3d8, laser pistol) or +1 melee (1d6, quarterstaff);
  AL CG; SV Fort +2, Ref +3, Will +5; Str 10; Dex 14;
  Con 12; Int 17; Wis 15; Cha 13.
  Skills and Feats: Alchemy +7, Concentration +9,
  Knowledge (arcana) +10, Science +6, Spellcraft +11;
  Armor Proficiency (Light), Combat Casting, Improved
  Initiative, Technical Proficiency.
  Possessions: Laser pistol, quarterstaff, light body armor,
  personal communicator, power cell, datapad with spell-
  book software, 516 cr.
  Spellware: Trauma symbiote.
  Spells (4/3/2): 0—light, detect magic, mage hand, read magic;
  1st—charm person, sleep, spider climb; 2nd—mirror image, web.
  
  coming in october 2001
  For more information visit
  www.fantasyflightgames.com
  
SOURCE: textdata/thevault/Dragonstar/Escape from Elysium.pdf