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Secret of the Shifting Sands
Rob Cavender
A Dragonstar Adventure for four 3rd-level characters
Secret of the Shifting Sands
“Secret of the Shifting Sands” is a Dragonstar
adventure suitable for a party of 3 rd -level player
characters (PCs). Consult the “Scaling the
Adventure” section if you want to run the adven-
ture with a larger, smaller, higher-level or lower-
level party of adventurers.
ago. Although the rats did not have the facilities to
unlock the secrets of the box, Ragash reasoned
that, at the very least, he could sell the box back to
the Imperials for a princely sum. To make certain
that none of his followers attempted to steal the
box, he kept his suspicions to himself.
Unfortunately for Ragash, one of his less
competent tribesmen was not aware of the box’s
value or his leader’s plans for it and traded the box
to a caravan for some wine and a few other luxuries.
When Ragash discovered what had happened, he
was furious. He immediately put the fellow respon-
sible to death and set off in search of the caravan.
Ragash and his tribe caught up to the cara-
van at the trading post known as the Shifting Sands
and politely asked the merchant for the return of
his property. The merchant, alerted by Ragash’s
urgency, refused to sell it back and began to for-
mulate his own suspicions as to the importance of
the box. Ragash relented, but returned in the dead
of the night with his warriors, killing everyone
inside the trading post and reclaiming his treasure.
In taking the box back, Ragash discovered
that the merchant had used his computer equip-
ment to unravel the secrets of the black box.
Overjoyed with his new discovery, Ragash imme-
diately sent most of his warriors back into the
desert, took a trusted few with him to plunder the
treasure, and left the rest to clean up the mess.
PREPARATION
“Secret of the Shifting Sands” is written for the
Dragonstar campaign setting by Fantasy Flight
Games. Text that appears in italics is player infor-
mation, which you can read aloud or paraphrase
where appropriate. Normal text contains informa-
tion important to you when running the adventure.
Maps are included at the end of the adventure in
their own appendix.
The party will find it beneficial to have at
least one rogue or mechanist. Although it is possi-
ble to complete the adventure without one, the
presence of a rogue or mechanist greatly enhances
the party’s chance of success.
The adventure takes place on Primogen II,
found in Chapter 4 of the Dragonstar: Guide to the
Galaxy , although any sparsely populated planet
with a large desert will suffice. Although the Secret
of the Shifting Sands assumes that the opposition
consists of sand rats (see new monsters section)
any low-level humanoid race can be substituted to
better fit the DM’s campaign.
BACKGROUND
Ten years ago, an Imperial craft suffered a naviga-
tional failure and went down amid the Burning
Dunes. Although precisely what the craft carried is
unknown, Imperial forces descended on the desert
in unprecedented numbers to retrieve the craft and
her pilot. After months of scouring the desert, the
Imperial forces gave up the search. The cargo and
pilot were never recovered.
Some few days ago, after a brutal sand-
storm, the sand rats came across the exposed
remains of an Imperial pilot. Among his posses-
sions, the rats discovered the black box from his
craft. Ragash, the leader of the sand rats, surmised
that the box and pilot could well have come from
the Imperial craft lost to the sands all those years
ADVENTURE SYNOPSIS
The PCs arrive at the trading post and come under
attack by the sand rats. They then defeat the sand
rat rear-guard while preventing the destruction of
the trading post and investigating what the sand
rats are trying to accomplish. Over the course of
their investigation, they learn of the existence of
the black box and its significance. Finally, the char-
acters pursue Ragash and his band into the wastes
to stop him from claiming the prize.
SCALING THE ADVENTURE
If the DM feels that the rats are too dangerous for
his party, the simplest solution is to use basic sand
rats instead of the specialists listed above and
replacing the blaster carbines with lasers or con-
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Dragonstar
ventional slug throwers. For a party of 4th-level
characters, use the adventure as written. The play-
ers may have an easier time of completing the mis-
sion, but their rewards will be lessened as well. To
make the adventure more dangerous, add addition-
al class levels to the sand rats and upgrade their
equipment appropriately.
noted. The map is printed to a five foot per square
scale.
The Shifting Sands is well lit. Light from
the outside comes in through windows and sky-
lights. These windows are shuttered with sliding
metal plates to protect against sandstorms.
Glowing panels in the ceiling augment the natural
lighting. These panels continue to glow as long as
the reactor (Area 14) is functioning.
Note that all of the NPCs in the Shifting
Sands are in radio communication with each other.
If they think the PCs are more than they can han-
dle, they will regroup and attempt to make an exit.
If the PCs capture a communicator and the rats
detect them listening in, they will switch to a back-
up frequency.
Outside (Area 1)
Outside the Shifting Sands is the beginning of the
Burning Dunes. Sparse vegetation and rocky sand
leaves the characters little cover for approaching
the Shifting Sands unseen. Impose a –4 circum-
stance modifier for the bright light and lack of
cover unless the PCs employ unusual measures
(such as sending the rogue in first under cover of
an invisibility spell).
FOR THE PLAYERS
Getting the PCs to the trading post should be sim-
ple. The Shifting Sands is the only such establish-
ment for miles in any direction and has a local
monopoly on fuel and other essential supplies. If
the players need a more urgent reason to visit the
post, the area is prone to violent sandstorms and
the post would make a convenient safe haven in
which to ride out the storm.
Likewise, the Burning Dunes are known to
harbor the ruins of lost civilizations, so the PCs can
be in the area searching for forgotten wealth or lost
items of power. Alternately, one of the heroes
could have a relationship with the proprietor of the
Shifting Sands, be it relative, lover, or old friend,
and wants to stop by and say hello while he hap-
pens to be in the area.
DUNGEON FEATURES
The Shifting Sands is constructed of industrial
brick. All interior doors are made of two-inch thick
steel (Hardness 12, 60 hp., Break DC 30) and slide
into the ceiling when activated. Doors are activat-
ed through a touch pad on either side of the portal.
All doors have an electronic locking mechanism,
but this is not engaged on most of the portals. On
those doors marked with a key symbol, the door is
locked and requires electronic lockpicks and an
Open Locks check (DC 25) or a keycard to open.
Exterior doors are six-inches thick and recess into
the walls when opened (Hardness 12, 180 hp.,
Break DC 36). They are also activated with a touch
pad on either side of the door.
Exterior walls are five-foot thick compos-
ite bricks (Hardness 18, 2100 hp.). The interior
walls are composed of concrete blocks six inches
thick (Hardness 10, 120 hp.). Rooms and hallways
have ten feet of ceiling clearance unless otherwise
1. SAND RAT SENTRY (EL 2)
A square, gray building squats amid the desert
ahead. Sunlight reflects off the many windows, a
dancing cascade of light in contrast to the
oppressive heat of the desert landscape. A small
fueling station sits beside the building, and an
overturned dune runner lies nearby, resting par-
tially atop a small mountain of tires. Two figures
lay sprawled in front of the metal door of the
structure, their limbs spread awkwardly amid a
pool of discolored sand.
Slithburn, a member of the sand rats, stands watch
from the roof. A Spot check (DC 15) reveals his
position by the light glinting from his rifle. The
roof is easily accessible by climbing over the over-
turned dune runner. Characters wishing to climb
onto the roof may make a Climb Check (DC 5) to
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Secret of the Shifting Sands
determine success. Characters searching the roof
area will notice that the communications antenna is
down. The antenna was purposely sabotaged and
cannot be repaired; it will need to be replaced
instead.
DC 15) that one of the sand rats inside the Garage
(area 5) will hear the commotion and come to
investigate.
Ground Floor (Areas 2-8)
The ground floor is for services, resting, and gen-
eral amenities when folks stop at the trading post.
The walls are painted white, but are dingy enough
to suggest that a new coat of paint or at least a good
washing is in order.
Slithburn is loyal, but he is not willing to
lay down his life for Ragash. If he is losing the bat-
tle and the PCs order him to surrender, he does so
if it appears it will give him a reasonable chance of
survival.
One of the sprawled bodies belongs to
Ray, a male dwarf mechanic. His name is proudly
engraved on a patch over the left breast pocket on
his jumpsuit. The second body belongs to the
female elf that owned the overturned dune runner.
The keys are still in the pocket of her jumpsuit.
PCs searching the bodies of the fallen will discov-
er the keys on a successful Search Check (DC 5).
NPC : Slithburn: 15 hp.
Tactics: Slithburn is on the roof of the
Shifting Sands and alert for danger. His prone posi-
tion gives him one-half cover against targets
attacking from the ground. If he comes under
attack, Slithburn contacts the rest of his squad with
his personal communicator and puts them on alert.
He also uses his dermpatch of endurance to
increase his chances of surviving the encounter.
The only way to either action is to sneak past the
vigilant rat (opposed Hide check) or take him out
on the first round of combat (with sleep , color
spray , or a similar incapacitating spell, or by taking
him down outright).
Treasure : The dune runner (see appendix)
is still operational, just a bit scuffed and dented. A
successful Strength check (DC 20) or some time
with a lever or other special tools will get it back
on its feet. The keys are in the pocket of the elf
corpse (Search DC 5). If the PCs find the keys, it
becomes much simpler for them to catch up with
Ragash later in the adventure. Besides his listed
possessions, Slithburn has no treasure.
Developments : If the PCs fight Slithburn,
he uses his personal communicator to alert the rest
of the sand rats. If the PCs stealthily dispose of
Slithburn, but take time to right the dune runner
before continuing, there is a chance (Listen check
2. LOUNGE
Two tables stand overturned in the failing light,
their attendant stools scattered like fallen leaves.
A booth in the corner of the room remains
upright, patronized by a slumped figure lying in
a sticky pool of spilled blood. A long counter
dominates the northern half of the room; a body
rests among the toppled stools at its feet, his
chest half buried in noodles and sauce. A break
in the wall above the counter leads to the kitchen
beyond. Above the counter, a video screen flick-
ers with static, bathing the scene in a ghostly
light. A solid steel door on the eastern wall leads
to the outside while three lighter doors exit the
room to the north and west.
On closer inspection, one of the doors on the north
wall leads to the kitchen area while the other is
marked with the symbol of a unisex bathroom. The
door to the western wall leads to the concessions
area and is clearly marked with a plaque beside the
portal. Both corpses were patrons of the Shifting
Sands that happened to be in the wrong place at the
wrong time. The pasta covering the second corpse
is spaghetti and sauce. If the PCs investigate the
bodies, their pockets appear rifled, all valuables
and identification are missing. The video screen is
operational, but not receiving at the moment due to
damage to the communications antenna outside.
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Dragonstar
3. CONCESSIONS & SUPPLY
This room serves as storage for spare parts for the
garage and the trading post. The sand rats left noth-
ing of any value when they looted the place. Of
real interest to the PCs is the device on the canis-
ters. The canisters all carry vehicle fuel; this is
obvious from their labeling. The device is a small,
powerful explosive, set to detonate the fuel. The
bomb is not set to explode any time soon, the PCs
have hours to disarm the device (Disable Device
DC 10) or clear the area. Loud noises in this area
will alert the scavenging sand rats in area 5,
prompting them to investigate.
Rows of broken shelves line the walls of this
room. Banners proclaiming brand superiority
dot the walls, gaudy posters at odds with the
drab bricks. Discarded packaging litters the
floor, broken merchandise and tattered paper
forming a chaotic tapestry of debris. A broken
robot stands behind a small counter in the north-
ern part of the room, its metal body rent and bro-
ken. Three doors exit the room, one on the east-
ern wall and two to the north.
This room serves as the store and supply depot for
the Shifting Sands. As a repository of useful and
portable goods, the sand rats hit it hard. The robot
is irreparable, but a character clever with electron-
ics and a datapad can recover some of its recent
memory with a successful Use Device check (DC
17). Characters who succeed in this check can
replay the last few moments of the robot’s life
including the sand rat attack.
Searching the room will uncover some
informative pamphlets about the Burning Dunes
and their history. In the recent history section of
these pamphlets, the characters find mention of the
events outlined in the Background section of the
adventure. The sand rats already looted this room
for anything of value.
5. GARAGE (EL 3)
Two large lizards stand silhouetted before an
enormous metal door. A hovering cart trails
behind the scaly beasts laden with a veritable
mountain of goods and gear. The reptiles stand
nearly motionless in their blinders and harness,
only occasionally stamping a foot or swinging an
enormous tail. A lift ponderously rises from the
oil-stained floor, pulling free from the debris like
some strange mushroom thriving in the dark. On
the western wall, a long workbench lies half-
buried in tools and broken vehicle parts. A row of
orange canisters lines the eastern wall of the
room, bracketing a pair of double sliding doors.
A smaller door on the south wall is clearly
marked with the word “restroom” in the common
tongue.
4. STORAGE ROOM
Stout metal shelves fill this room, forming aisles
running north to south. A broken skylight supple-
ments the light thrown from the ceiling panels,
casting the room in a sunny glow. Broken glass
litters the floor amid oil stains and a fine dusting
of sand. Stacks of boxes clutter the northern cor-
ner of the room beside a huge set of double
doors. A row of large canisters stretches from the
door itself nearly to the southern end of the
room. The central container bears a mechanical
device with a blinking light and an ominous, red
display.
The garage is full of vehicle parts and empty can-
isters of vehicle fuel. If the PCs need to perform
any repairs on their vehicles, most any minor repair
short of a full rebuild can be accomplished here.
NPCs: Shakara: 19 hp, Nesrek: 17 hp.
Creatures: Giant sand lizards (2): 22 hp
each.
Tactics: The sand lizards are pack animals
and non-combatants. Loud noises like explosions
or gunfire will spook the creatures, causing them to
run away into the desert.
Shakara and Nesrek will be largely oblivi-
ous to the characters unless one of the other rats
sounds the alarm and will require a Listen check
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