Showing posts with label adventure. Show all posts
Showing posts with label adventure. Show all posts

Thursday, September 14, 2023

Attack of the Pigmy Plant Men

Attack of the Pigmy Plant Men

Adventure Level: 4 characters of 1st level 

Terrain: Urban/Forest

Total XP: 100xp each per 1st level adventure + 1 xp per gp treasure + Monster Killed 100xp per HD (or half for driving them off).


Adventure Background

A group of holy Thurn (white martians) have hatched a plot to punish the living city of Kothol for being worshipers of the rival god Jur. They hope to provided the solution for the problem they made in order to drive the citizens to the worship of Issus. 

The Thurn have taken green men pods and grafted them to a supposed cutting from from the Tree of Life gift to them by woman red martian scientist Vorio Varo. Then transported them to the Forest of Kothol. Due to the strange soil they were planted in (and other factors) the Thurn accidentally created a new race of pigmy plant men. Unknown to the Thurn this was a practical experiment conducted by a woman red martian scientist Vorio Varo (secret/dreaming/knowledge) of the use of a synthetic tree of life. 

The Thurn control the pigmy plant men with a sonic control rod they have conditioned the creatures to respond to. 


Starting the Adventure

Pigmy plant men have been appearing in city-state of Kothol attacking people.  The PCs are charged with their destruction and root out the infestation.


Chaos in the streets

Pigmy plant men are attacking people in the market. The PCs come upon this and are compelled to help.


(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Afterward the battle the city-state guards show up. 


(10) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


The sergeant of the guard Durs Kanmu. He praises them and apologizes for their late arrival. He states there was a political assassination in the royal flyer hanger of a Zirconium diplomat. Most to the guards were ordered to guard the palace and the royal hanger. He casually comments that war may erupt between the city-states of  Zirconium and Kothol. His talking box tells him there are more attacks by the Pigmy Plant Men near the Temple to Jur in the Plaza of Akul. He ask for the PCs help.


Plaza of Akul 

A large group of Pigmy Plant Men are attacking in the Plaza of Akul. A lone strange figure is standing between commoners and this creatures waving something and shouting forcefully. He appears to be intimidating the creatures. 

The man is a holy thurn named Kjril Lirkj and actually snuck the Pigmy Plant Men into the city. He is now using his control device in his Issus symbol to control them. He is faking that he his holding back the creatures by the power of Issus. There are several dead nearby some of them Clerics of Jur. 

Kjril Lirkj will have the Pigmy Plant Men attack the guards and PCs but if haft the numbers are lost he sends the controlled creatures back to the forest base. Then claims Issus saved them all.


(10) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


(20) Man, Red Commoners: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

After the battle Durs Kanmu is called on his radio to the palace with the rest of his men. His talking box tells him the creatures fled into the forests via the north east gate and are moving away from the city through the forest. Durs Kanmu wanting to pursue the creatures out of the city begs the PCs to aid him and slay and or track the creatures to their nest. He offers to bring their heroic deeds to the Jeddak Huzox Hythmnarr attention and offer to send 3 city guards with them for support. Durs gives the PCs from venders stalls water and food for 4 days. The PCs can buy supplies etc before they leave but are warned not to let the train grow cold.


Kjril Lirkj tries to dissuade this saying Issus will protect the faithful and pursue is unneeded now. Durs Kanmu says but compels him and he must send a force to protect the city. Kjril Lirkj quickly leaves in a huff muttering something about prayers of thanks. Kjril Lirkj is actually going to his one-man flier back to the base a forgotten palace in the forest. To prepare for intruders because they must not know the truth of the attacks.


Durs Kanmu Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


(3) City Guards Man, Red: AC: 6 [14]; HD: 1+1; Atk: sword or pistol; Dmg: 1d8 or 1d8; Save: F1; Move: 120’


Into the Forest of Kothol

The forest has manny trails and monsters. The path of the planet men is distinct and easy to follow. The trails meander 24 miles north east. Due to the overgrowth it will take 2 days to the palace hideout and two days back.

Other than forest there is ancient bridge over the 30 foot deep ravine. There is a 25% the bridge will collapse due to age. The PCs must save verses falls of suffer 1d6 damage for every 10 ft fallen.


Roll 1 encounter per day and 1 per night.

  • See Random Flora Generator table p 95.
  • See Random Wilderness (Forest/Jungle) table p 92


Abandoned Palace Hideout 

This was once a royal vacation palace. A electric wall surrounds the palace to keep out forest monsters and keep in the Pigmy Plant Men. This that tough it must Save verse Energy of suffer 1d6 damage. It is square compound with a gatehouse and central building and courtyard. The central building has four rooms in each corner and a center domed room. The courtyard is Pigmy Plant Men Nursery and a the landing platform for fliers. 


1. Gatehouse Parapits

Two guards man the gate house. They will not unlock the gate. They will attack intruders on sight.


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


2. Gatehouse Interior

The interior of the gate house is used for a stable. There are a pair of thoars and saddle and tack.


(2) Thoars: AC: 2 [18]; HD: 6; Atk: bite or tail; Dmg: 2d6; Save: F6; Move: 180’


3. Nursery Garden

There are two gates to this area are electronically sealed and must have a pass card.

A large tree has 1d12 pods on it in a metal fences in garden nursery. This is the Pigmy Plant Men tree. The pods hatch every 30 days. The day the PCs arrive is the hatching day. The pods will hatch 1d6 rounds after the PCs enter the area. There are 5 mature Pigmy Plant Men milling about having been ordered here by the thurns. Unhatched pods can be cut off and dried and later planted somewhere else. These are worth 1000 gp each on the blackmarket.

 

(5) Pigmy Plant Men: AC: 4 [16]; HD: 1 (8 hp each); Atk: 2 claws or tail; Dmg: 1d2 each or 1d4; Save: F1; Move: 120’; If they can maintain a grip with their hands, they automatically draw 1 points of damage worth of blood per hand, per round.


4. Landing Platform

A one-man flier sets on the landing platform. It is otherwise unattended. A transport flier arrives once per week to resupply.


5. Kitchen 

A thurn woman named Vhix attends to the slaves in the kitchen. She will use guile to claim she is a captive. Although the slaves may 25% speak out and denounce her as their enslaver. 


Vhix Man, Holy Thurn (Maiden): AC: 6[14]; HD: 1; Atk: dagger; Dmg: 1d4 + poison Save: F1; Move: 120

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Red Slaves: AC: 6 [14]; HD: 1+1; hp 9 each; Atk: club (impromptu) or dagger; Dmg: 1d6 or 1d4; Save: F1; Move: 120’


6. Generator

Doors to this are electronically sealed and must have a pass card. 

This generator supplies power to the palace and wall. There is always one engineer here. If it is shut off the walls electric field drops and the lights go out in the palace. Also it transmits power to the control device. So if it goes down the Thurns can not control the Pigmy Plant Men. The Pigmy Plant Men will quickly learn then and attack the thurns as well.

There are four levers. These turn on an off various power supplies.:

Lever A: Palace Power for lights and outlets

Lever B: Electric wall fields

Lever C: Electric door locks.

Lever D: Control Devices for Pigmy Plant Men


(1) Kalto Kan - Man, Holy Thurn, engineer: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


7. Supplies

Various food stuffs and water are here as well as flier fuel and parts. There are 1d20 pieces of normal equipment here.


8. Dormitory 

Doors to this area electronically sealed and must have a pass card.

The thurn sleep here collectively. There are several bed and hammers full of clothes and wig stands. There are 1d10 pieces of normal equipment here. 


9. Domed Hall 

Doors to this are electronically sealed and must have a pass card. 

Ancient fresco decorate the walls of times past. There is even a depiction of a ship on a sea. Two guards watch this room. Aside from this the hall is bare save for a large table and several chairs. A three thurn argue in the room as they eating dubious meat of skewers. 

Glass paperweights set atop various papers and cross and tomes. Most of this is just invoices for supplies and tribal messages and engineering manuals. One is a notable personal message.

A letter from V. V. to Kjril Lirkj demands for an agreed upon report of the grow and behavior of the Pigmy Plant Men. V.V. reminds Kjril Lirkj that the Thurns plans depend upon V.V. expertise and viable cuttings from the Tree of Life. V.V. states the agreed upon 57th payment installment should be delivered to the intermediary a red martian named Pnoxus Pnalo in Qartaj. The location is a warehouse painted blue with the symbol of a pink-worm on it.


Kjril Lirkj, Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(3) Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or pistol; Dmg: 1d4 or 1d8; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


(2) Guards Man, Holy Thurn: AC: 6 [14]; HD: 1; Atk: dagger or rifle; Dmg: 1d4 or 1d12; Save: F1; Move: 120’

Equipment: Pigmy Plant Men Control Device, Pass Card for Doors


Encounters/ Occurrences

1d6

1. (2) Guards Man, Holy Thurn

2. Screeching creature killed by electrical wall

3. (1) Man, Red Slaves doing menial tasks

4. (1) Pigmy Plant Men looking for Ullsio

5. (3) Ullsio: AC: 7 [13]; HD: 1; Atk: bite; Dmg: 1d4; Save: F1; Move: 120’

6. (1) Psychic Slime: AC: 6 [14]; HD: 3; Atk: Blast, or digest; Dmg: see below; Save: M3; Move: 60’
Stun prey with its mind blast (save or be stunned for 1d6 rounds) in order to digest them at its leisure. To lures victims with complex illusions. 


Treasure Table

1d6

1. jewelry worth 2d20 gp

2. pair of talking boxes - walk talky 

3. (4) Ampules of Aid

4. Book Decoding - 25% to decipher codes 

5. Ornate Thurn style wigs and robes. Can be used for a disguise.

6. Coins - 1d100 cp, 1d20+30 gp. 1d10+10 pp



Concluding the Adventure

If the PCs defeat the foes and return to Kotol they are met by Durs Kanmu who thanks them and offers them a night of celebration with his guards on the cities taverns. 

He asks for a full report. The next day he informs them that the Jeddek was pleased and on behalf of the Jeddek he gives the PCs each a key to the city (to come and go as they please) and a 100 gp each, and a green emerald worth 50 gp to be placed on their harness/armor. They get to keep whatever they want from the palace they raided.

If the PCs have thurn captives Durs Kanmu takes them into custody. He later reveals due to their status they were released but exiled from the city.  


Further Adventures


Cliff Hanger

War has been declared between between the city-states of Zirconium and Kothol. While walking the streets Kotol the sound of artillery is heard and a one man flier with the banner of Zirconium crashes towards the PCs…. 


Revenge of the Thurns

Any thurns that escape or are freed will report the PCs to their people. They will be watched in the future. There is a 25% each adventure session the thurns have decided to kill the meddling PCs.



Saturday, August 29, 2020

Polynesia Themed Roleplaying







Polynesia Themed Roleplaying


The following is an upcoming series of posts about Polynesia Themed Roleplaying. This is in no way meant to be an academic sociological study but to provide an overview of cultural themes and provide inspiration for a non-europe centric based roleplaying. I have the utmost respect for the myriad of Polynesia cultures of Oceania and strive to be sensitive in my posts. This is intended solely for entertainment and use in roleplaying game campaigns at peoples game tables. 


Book Reviews

I will be doing a short series of book reviews the Island Warrior trilogy by author Carol Severance. The first in the series is the novel Demon Drums followed by Storm Caller and finally Sorcerous Sea.


Gamification 

As a companion series I will provide a guide on how to take inspiration from source material and translated it into game able material for roleplaying games. This includes but is not limited to maps, mini setting, monsters, spells, classes, magic items and NPCs.


Odds and Ends

Stray thoughts and ideas on the theme.


Sample Adventure

I will craft a short adventure set in a fictional Polynesian campaign setting. This will utilize the created content from inspirational material. 


Additional inspiration can also be found…


Jerome Arkenberg, “The Mythos of Polynesia in Dungeons and Dragons”, Dragon Magazine Vol. III No.6 (Issue 20); page 8,9, and 27


There is also Source Book  “Heroes of the Waves (a Polynesian sourcebook) usable with Pathfinder by Little Red Goblin Games

https://www.drivethrurpg.com/product/193467/Heroes-of-the-Waves-A-Polynesian-Sourcebook


Mythopoetic Games Has some interesting material and unique game system about the Maori.

http://www.mythopoeticgames.com/games.htm

http://www.mythopoeticgames.com/pdf/mythos-of-the-maori.pdf


Please note I have not used the above game material and do not vouch for it quality. This is not a product review after all. 


Tuesday, March 25, 2014

Random Encounters: The Border Fort























Random Encounters The Border Fort 
This border fort is located on the edge of the kingdom near a neighboring realm and the wilderness. What desperate people populate the fort or has it been abandoned or even curse.

Random Encounters
Roll 1d20
1. A detachment of bored and dangerous soldiers itching for a fight. 
2. An empty fort with a sign warning those who try to enter will be prosecuted. 
3. A battle damaged fort surrounded by dead combatants and feasting crows.
4. The border fort is an illusion placed their by a thrifty generals hired illusionist. 
5. Occupied by wild beasts. 
6. A hide out for bandits and criminals. 
7. A colony for disfigured but friendly plague victims.
8. Home to a dying magic user and his decrepit servant who plan on possessing the PCs bodies. 
9. Traveler taking shelter in an abandoned fort. 
10. Newly occupied by orc who plan on raiding the surrounding area.
11. Undead soldiers still man the fort defending it in death from attackers.
12. Fey creatures dwell here after having been driven out of their homes by evil humanoids.
13. Dwarfs guard the border in lieu of paying taxes to the king. 
14. Ghosts roam the fort seeking their murders but the PCs will due.
15. A cult of evil clerics passing themselves as militant monks protecting the borders.
16. A trade enclave with merchants and money changers doing business between to kingdoms. 
17. Lair of a vampire being hunted by a vampire slaying paladins. 
18. Empty
19. Magically maintained by aerial servants for their unseen master. 
20. Filled with vermin and foul slime.

Sunday, January 19, 2014

X-plorers - Mission - The Distress Call

The following is and adventure for the X-plorers RPG game system. In X-plorers speak adventures are call missions. So I humble present my X-plorers Mission - The Distress Call.

Background
The Kansas Crescent a agro-ship owned by Agrotech is traveling between systems.Aliens have boarded the vessel and captured the crew. The ships robot released the docking clamps and their ship became undocked. The robot then fired upon it with the ships laser cannon destroying it.
The explosion of the other ship has propelled the Kansas Crescent and it is entering a asteroid field


Starting the Mission
The PCs have just FTL jumped and went off course thanks to a mad navigation computer. Parts are needed to repair the computer which are not aboard the ship. The PCs can do another FTL jump but they will in all probability be even further off courser then they are now. The PCs are not on the regular space routes. They find themselves in a ghost route a little used space route near an asteroid field. The PCs receive a repeating distress call from the Kansas Crescent a agro-ship.

"Mayday! Mayday!….Agro-ship Kansas Crescent out of planet Gaia seeks immediate assistance. are attempting to board the ship the other ship disengaged and exploded! sealing off the sections to prevent the invaders. Ship damaged…..heading towards asteroid field. They trying to break into the bridge! Help! ."

The signal can be traced to the edge of an asteroid field to an Agro-ship surrounded by a cloud of ship debris. All attempts to contact the ship will fail due to no one manning the ships space reviver. The Agro-ship appears to only have minor damage and has it's matter screen up which deflects high velocity impacts. The Kansas Crescent running light illuminate when the PCs ship approaches.
The PCs can decide wither to dock with the Agro-ship or do a space walk to the other vessel. The floating debris could damage the ship and the floating debris could injure the PCs in a spacewalk.

Docking
If the PCs dock their vessel they have two choices the Port Airlock and Starboard Airlock (see Area descriptions). Only a shuttle or a fighter can fit in the Shuttle Bay so this is most likely not an option for the PCs.

Space Walk
If the PCs decide to space walk to the other vessel they will have to deal with the debris field first before reaching the ship. The PCs can enter the ship by the Port Airlock, Starboard Airlock, Shuttle Bay. Each entry is locked (see Area descriptions).

Random Space Walk Encounters
Roll 1d6
  1. Wrecked Robot - This robot floats nearby and appears half-melted but indicator lights flicker on an off. This is Ardent D-752 who on the exterior of the ship manually releasing the docking clamps of the alien vessel then it was caught explosion after remotely using the laser cannon to destroy the empty alien ship.
  2. Space Suite - A random PCs space suite is slowly decompression by micro-debris impacts. If the PC does not cover the hole with a patch sticker or hold it closed they take 1d6+2 damage each round until their oxygen runs out.
  3. Short circuiting - Electronics on large debris release current arc. PCs must make a Saving Throw or suffer 1d6 electrical damage.
  4. Dead body - This body is in a ruined space suite and appears to have been an alien called a Vor-thar.
  5. Cargo Container - This orange plastic crate is labeled 'Pan-Galactic Corp, 2 count, Matter Screen Field Coils' in the human language.
  6. Small Asteroid - This small asteroid was attached by the mass of the debris but has for now been repulsed by the Kansas Crescent matter screens.

Kansas Crescent Agro-ship (frigate)
This long an thin vessel has six argo-domes, a shuttle bay, port airlocks and a starboard airlocks. It is dead in the water and the engine is offline. The ship is currently drifting towards an asteroid field.

Kansas Crescent Agro-ship (frigate): Ship Class 3, Type Frigate, Crew 4-12, Hull Points 20, Weapon Damage 1d6+2, AC 11, NPC SKill 15/13/11+, XP Value 240, Cost in Million CR 60

Random Encounters on the Kansas Crescent
Roll 1d6
  1. Ardent D-752: AC 16, HP 20*, ST 12+, MV 4, Cost 15,000 cr Programs: Data, Computers, Mechanics, Science, Pilot, Translation Upgrades: Armor plating +2 AC. D-752 is damaged and is at half hp. The robot will try to find out the PCs motives and follow them hiding in the shadows. If the PCs attack it will flee sealing bulkhead doors between it and PCs. It will try to gain control of the ships computer.
  2. Improvised Trap: The crew set these up to harm the Vor-thar. These simple traps do 1d3 damage and do not reset.
  3. Short circuit: Electronics on the ship are damaged. PCs must make a Saving Throw or suffer 1d3 electrical damage.
  4. Space Slug: AC 13, HD 2d6, THB +2, ATT 2/1d3 bite/bite, ST 17+, MV 3, XP 45 Special Abilities: Breath Weapon Acid
  5. Vor-thar mercenaries (2): AC 13, HD 1d6*, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits. Both are wounded and are at half hp.
  6. Vor-thar mercenaries (3): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Map Key to the Kansas Crescent

Area 1: Bridge
Two Vor-thar mercenaries are forcing the Captain Dennis Cork trying to repair the control console that was blasted by a errant laser rife by the Vor-thar. Two dead crew persons are on the floor. The Captain's adopted  son Rory  is telepathic and is in communication with his father. The Captain has ordered Rory to stay in hiding but asked Rory to act as communication hub for the crew. The Captain plans on stalling until help comes or the Malvarine Sleek-star has evened the odds by taking care of other Vor-thar. The Vor-thar leader is missing and the Captain fears what the Sanath may do. A damaged unusable computer terminal is in this room.

Vor-thar mercenaries (2): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Area 2: Galley
A group of three Vor-thar are searching the galley for food and anything useful.

Vor-thar mercenaries (3): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Area 3: Living Area/Sick Bay
This area has a couch, coffee table and a holographic game table. In the far corner is a Surgery Bed with a curtain around it. A Vor-thar is unconscious on the floor. A Sonic Sparring Sphere hangs in the air listlessly thrusting a sonic sword. A hapless Vor-thar activated the Sonic Sparring Sphere and was knocked unconscious. He will wake up in 1d6 rounds after the PCs arrive. The 
Sonic Sparring Sphere will try to attack unless it is turned off with the remote on the coffee table.

Sonic Sparring Sphere: AC 10-15. HP 30, THB +1 - +5, ATT 1/1 damage, ST 14+, MV 6. The small semi-intelligent flying robot is designed only to spar. It has a sonic baton. It's AC and THB can be controlled by the remote. It only does 1 damage with the sonic baton.

Vor-thar mercenaries (1): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Area 4: Crew Quarters
These rooms serve as he crews quarters. They are filled with person affects. The doors are unlocked.

Space Slug (5) : AC 13, HD 2d6, THB +2, ATT 2/1d3 bite/bite, ST 17+, MV 3, XP 45 Special Abilities: Breath Weapon Acid

Area 5: Computer
The ships computer sever is in this area. A computer terminal is in this room. A successful computer skill check  reveals one of the following one data points per check. The referee should be creative if the PCs asking specific questions unrelated to the below facts.
  • Several red lights flash on a schematic of the ship showing passcode locked doors. The passcode is a four digit code '1234'.
  • Dome C is below optimal pressure due to a thermal coupling being dethatched and a ventilation obstruction.
  • A small alien vessel enter the Shuttle bay after the explosion. And there were energy weapon fire there as well.
  • Three ship robots are missing. Two were semi-intelligent agro bots J-K145 and Q5-803. J-K145 last located in Dome E and Q5-803 last located in Dome A. One AI robot Ardent D-752 was last located on the exterior of the ship manually releasing the docking clamps of the alien vessel.
  • The near by explosion has damaged the internal sensors and they are unreliable at best.
  • A flock of Meeps have escaped Dome B and are in Dome E.
  • At least five Space Slugs are crawling through the ventilation systems.
  • A Malvarine Sleek-star has left Dome A and is in the main ship.
  • One of the airlocks was opened and closed after the PCs arrived.

Area 6: Repair Shop
The area is full of tools and partially repaired equipment. A disassembled agro robot is in the room.

Area 7: Port Airlock
Three spacesuits colored green, blue, and orange hang on the wall. The red and yellow suits are missing.

Area 8: Starboard Airlock
Six spacesuits colored red, green, blue, yellow, and orange hang on the wall.

Area 9: Forward 0-G chamber
This area houses the elevators and ladder wells leading to the three surrounding domes A,B and C. The domes radiate from the ship's axis. The domes radiate from the ship's axis. The area is 0-G to facilitate entry and exit out of the domes.

Space Slug (3) : AC 13, HD 2d6, THB +2, ATT 2/1d3 bite/bite, ST 17+, MV 3, XP 45 Special Abilities: Breath Weapon Acid

Area 10: Dome A
Trees heavy with fruit inhabit this dome. Shree the Sanath leader of the aliens took refuge here after the explosion and the ship's bulkhead doors auto sealing. Sanath was injured by the Malvarine cub but managed to lock it out of the dome. Shree the Sanath has been communicating with her Vor-thar mercenaries and knows their status. If anyone enters the dome she will shed her space suite and pretend to be one of the fruit trees and then attack.

Shree the Sanath: AC 12, HD 4d6, THB +4, ATT 2/1d6 fists or by weapon, ST 15+, MV 4, XP 180 Special Abilities: Disease Equipment: Sanath Fork - This two pronged trident discharges electric bolts doing 1d6+3 damage.
Area 11: Dome B
Golden grain fields are in this dome. Two Vor-thar are in the fields and hide when the PCs enter the dome and fire upon them.

Vor-thar mercenaries (2): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Area 12: Dome C
This dome has a field of potatoes, beets, onions and radishes. Rory Cork the captains son Psionic boy hid in this  dome from the Shree the Sanath and the Vor-thar mercenaries. He has been in telepathic contact with the Malvarine and the robot Ardent D-752. Rory has asked the Malvarine to wait by the Shuttle Bay door and to slay the two Vor-thar when it opens. Ardent D-752 has told Rory of the PCs arrival but does not know their intentions. Ardent D-752 is following them to ascertain their intentions and then bring them to Rory if they are trustworthy.

Area 13: Food Processing/Packaging
This area seems to be a small food processing and packaging factory. The machines are functioning erratically. A computer terminal is in this room.

Automated Canner Trap: The auto canner is launching cans over the room. In order to cross the room the PCs need to make a agility based saving throw to avoid getting hit by the flying cans of food. The cans do 1d3 damage.

Area 14: Aft 0-G chamber
This area houses the elevators and ladder wells leading to the three surrounding domes A,B and C. The domes radiate from the ship's axis. The area is 0-G to facilitate entry and exit out of the domes.

Area 15: Dome D
The dome has several varieties of melons. Crew members Connie Venice in red spacesuit and Jose Caracas in a yellow spacesuit are in a fire fight with two Vor-thar among the melon patches. They are using equipment as cover. The elevator and ladder well is between them. They are at a draw with both sides equally matched.

Vor-thar mercenaries (2): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Area 16: Dome E
Brushes lush with bright berries are in this dome. Small reptilian bird like creatures fly about happily eating berries. These creatures a are Meeps. They mimic sounds and recount bits of human conversation and the fighting with the Vor-thar. Notably a weird other alien voice named Shree seems to be commanding the Vor-thar.

Meep (20): AC 10, HD 1d3, THB +0, ATT 1/1d3 beak, ST 18+, MV 8 (16), XP 15 Special Abilities: Optional Movement  Fly.

Area 17: Dome F
Bright peppers are planted in the fields in this dome. Crew members Mitchel Denver, Beth St. Louise and Hans Rotterdam were working in the dome when the aliens took boarded the ship. The captain ordered them to lock the doors and defend them selves. They have created a improvised pepper spray gun and use it on anyone who they don’t know. Rory has contacted them and told them his plans.

Area 18: Cargo Bay
This cargo bay has many containers some empty others full. The lights are off in this area due to a sort in the power system. The cargo bay has no external doors since the ship never lands on the surface. Cargo is loaded in the bay from the shuttle or from the main airlocks.

Bio-safety gas trap: A jury-rigged trap was set up by a human crew member. An alien detector and canister of bio-safety gas meant to scour microbes from sealed suits; dangerous to unprotected organisms. Aliens entering the area will be sprayed with bio-safety gas which does 1d6+2 damage per round in the area until it dissipates in 30 min.  A computer terminal is in this room.

Area 19: Engineering
The large engineering room is almost silent. The explosion has knocked both engines off line. One of the Matter Screen Field Coils is damaged and non functional although the other is working. The PCs need to replace the coil so that the asteroid impact damage will be halved. There was one floating in a cargo container in the debris filed.
Rory in area 12 has telepathically contacted the Malvarine Sleek-star. Rory has asked the Malvarine to wait by the Shuttle Bay door and to slay the two Vor-thar when it opens. The Malvarine if encountered will put on a threatening show but will refrain from attacking. It will try to avoid conflict but will defend itself. It telepathically communicates with the PCs telling them that he is not their enemy and that it's partner desires to speak with them in Dome C. He also requests the PCs to open the Shuttle Bay doors so he can kill the Vor-thar.

Sleek-star, Malvarine: AC 14, HD 2d6, THB +2, ATT 2/1d6, ST 17+, MV 6, XP 55 Special Abilities: Telepathy - Empathy/Send Messages
Area 20: Shuttle Bay
A standard shuttle which seats 10 people is in the
The engine appears to have been partially taken apart and never put back together. A small alien fighter is wedged in the shuttle bay.
Two Vor-thar a pilot and his navigator are busy in the bay. The pilot is refueling their fighter and the navigator is trying to open the door the rest of the ship. A computer terminal is in this room.

Space Slug (1): AC 13, HD 2d6, THB +2, ATT 2/1d3 bite/bite, ST 17+, MV 3, XP 45 Special Abilities: Breath Weapon Acid

Vor-thar mercenaries (2): AC 13, HD 2d6, THB +3, ATT 2/1d3+1 fist or by weapon, ST 17+, MV 3, XP 60 Special Abilities: Acute Senses, Warlike Demeanor - +1 to hit and damage. Equipment: Sonic Pole-arm - Does 1d8+1 damage and costs 250 credits.

Asteroids!
The computers collision alert system sounds at some point during the adventure indicating that asteroids are approaching and that the ship needs to move out of the way of fire the laser cannon at the asteroid and blast it appear. The matter screens are weakening because of the repeated impacts and will not hold off another.

If the ship has not been repaired it will only has maneuvering thrusters. Careful use of the thrusters will allow the ship to move out of the way. The ships laser cannon does 1d6+2 Hull Damage.

The PCs and the Vor-thar may try to defend the ship from the asteroids by going to the bridge. Alternatively the PCs can return to their ship and combat the asteroids. The Vor-thar may even pilot the fighter and combat the asteroids.

The asteroids bombard the ship from different directions and occur at different rates. All asteroid have a BHB +0. They do random amounts of damages based on velocity and size.

Direction of incoming asteroid on the face of the hexagon the ship is centered in.
Roll 1d6
  1. N
  2. NE
  3. SE
  1. S
  1. SW
  2. NW

Occurrence of asteroids.
Roll 1d6
  1. 1 round
  1. 2 rounds
  1. 3 rounds
  1. 4 rounds
  1. 5 rounds
  1. 6 rounds

Hull Damage
  1. 1d6
  1. 2d6
  2. 3d6

Conclusion
The adventure as designed is opened ended with a fair amount of latitude possible for the PCs. That being said the rescue of the Kansas Crescent is the primary goal no matter what form that takes. Addition actions such as capturing or killing Shree the Sanath and her Vor-thar mercenaries ill advance the plot and the PCs should be rewarded for it. Finally getting the Kansas Crescent  back in working order and out of the asteroid field would be advisable.

Getting Paid
Once the Kansas Crescent  is recused and Captain Cork communicates with Agrotech Field Offices on the planet Goodone in the Goodone System the PCs will be suitably rewarded. They will have to travel to the Agrotech Field Office on Goodone to collect their reward. (see Awarding XP)

Dealing with Prisoners
If there are any prisoners they can be turned over to the UCNP on planet Goodone. Or they can be set down on a habitable planet and marooned.

Awarding XP
The PCs receive 1435 XP total for defeating the hostile parties each. For rescuing the crew the PCs are granted 150 XP each. Those PCs who helped save the ship form asteroids receive 300 bonus XP each. Agrotech pay a reward of 1000 cr each and the PCs earn 1000 XP each. Agrotech also gives them a months supply of manna food. PCs who actively participate in the adventure are granted and additional 100 XP. The PCs can potentially receive 2985 XP each.

Further Adventures
The PCs can sell the Vor-thar fighter which will net them 15 XP and 15 Million Credits. Or they can keep it for themselves.

The PCs can investigate the mysterious new alien race Sanath and try to determine where they will strike next and how to cure their disease.

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