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Page 1: D20 Modern - Dawning Star - Shadow Falling (OEF).pdf

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Page 2: D20 Modern - Dawning Star - Shadow Falling (OEF).pdf

PRINCIPAL WRITINGLLEEEE HHAAMMMMOOCCKK

ART DIRECTIONDDAANNIILLOO MMOORREETTTTII

ADDITIONAL WRITINGCHAD BARR

EDITINGJUSTIN D. JACOBSON & BRANDES STODDARD

TECHNICAL ADVICEROBERT J. GRADY

LAYOUT & SPECIAL FXDISPARI.NET

PLAYTESTERS

SHANNON BENNETT, JASON CONNELL, JOHN GREINER, KEVIN JAWORSKI, NICK KELLEY, MARION NALEPA, TIM THOMAS, BECKETT WARREN,JONNY SUE, PETER MINNIS, MONTE LIN, CHRIS HORNER,TERRY TRAMMELL, HEIDI TRAMMELL, PETER CHRISTIAN,CATHY CHRISTIAN, "SCOT"

d20 System and the d20 System logo are trademarks ofWizards of the Coast, Inc. and are used according to theterms of the d20 System License version 6.0. A copy of thisLicense can be found athttp://www.wizards.com/d20.

D20 MODERN and Wizards of the Coast are trademarks of Wizards of the Coast, Inc.in the United States and other countries and are used with permission.

All other content is ©2005 Justin D. Jacobson. Dawning Star, Shadow Falling, theircorresponding logos, and all Blue Devil Games logos are trademarks of Justin D.Jacobson. This edition of Shadow Falling is produced under version 1.0a of theOpen Game License, version 6.0 of the d20 System License, version 5.0 of the d20System Trademark Logo Guide, and the Modern System Reference Document bypermission of Wizards of the Coast, Inc. Subsequent versions of this product willincorporate later versions. All rights reserved.

d20 SYSTEM logo art by George Edward Purdy.

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TTHHEE MMIISSTTRREESSSS OOFF VVIISSIIOONN

All things by immortal power,Near and FarHiddenlyTo each other linked are,That thou canst not stir a flowerWithout troubling of a star.

Francis Thompson

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They were testing again; attempting to run thegauntlet of security measures that surrounded thecontainment room in the hope that they had runout of energy or ammunition. The vaasi were againdisappointed, as they had been the thousandsof times they tried a similar maneu-ver, and retreated back to thedark, dank subterraneanhallways of the CouncilRuin. Once it wassure the vaasi hadgiven up complete-ly, Watchman 3shut down mostof the securitysystems, leavingactive only thesensors that woulddetect anotherattack. After guardingthe most powerfulweapon in existence for solong, even the vast power storesof the Star Confederation were beginningto run dry.

Artificial intelligence entities like Watchman 3could not truly become bored, but it had been herelong enough that the recent, more frequent

attempts by the vaasi to penetrateits security perimeter were almosta welcome distraction. It had beenlong enough that Watchman 3 expect-

ed no one to relieve it of its charge,because if any part of the Star

Confederation had survivedthey would have come by

now. While the smallblack box under its

care did not lookvery important, itwas merely a shellcontaining themost powerfuldestructive force

in the universe.Once it had wiped

out entire stars, butnow it was the job of

Watchman 3 to make sureit stayed out of the hands of

those who had created it, thevaasi, even if they were now little more

than savages. No security system can stand forev-er, and Watchman 3 was growing worried. If some-thing did not happen soon, its assignment wouldbe a failure.

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4

DAWNING STAR•SHADOW FALLING

HHIISSTTOORRYY RREEVVIIEEWW •• •• ••Back in the days of the Star Confederation, the

Council Ruin served as the central governmentalbuilding of the Star Confederation, housing much ofits bureaucracy and computer storage facilities. TheCouncil Ruin, originally called the Council Dome,served as the meeting place for the StarConfederation Council, the governing body of theStar Confederation, and most of the personnel thatsupported it. In addition it contained military com-mand centers, libraries, courts, and other facilitiesrequired to keep a government functioning. Thecore of the Council Ruin is a massive circular dometen miles across, within which are contained thou-sands of rooms and chambers that once held thegovernment of the Star Confederation. Smallerbuildings once surrounded it, but these are littlemore than piles of rubble now.

After many years of peace the StarConfederation came into conflict with the VaasiEmpire over the use of a device called the star har-vester. The vaasi used the massive device to pullthe hearts out of stars via a wormhole and containthe star heart within a powerful force field.

They then utilized the star heart as an energysource, and their entire civilization's infrastructureand technology was built on the foundation of usingstar hearts for power. The process of extracting astar heart destroyed the star; the vaasi had alreadywiped out a number of civilizations with the star har-vester before the Star Confederation stole it in amove to stop their destructive rampage.

Although the Star Confederation offered to helpthe Vaasi Empire find alternate energy sources andhad no interest in using the star harvester them-selves, this act of thievery provoked a war betweenthe two powers that lasted countless years andended in the mutual destruction of both powers.After stealing the star harvester the StarConfederation dismantled it and hid the pieces onworlds throughout its territory, two pieces being hid-den on the Star Confederation capital of Eos: theartificial singularity that allowed for the creation of astable incoming wormhole and the advanced forcefield projector that was used to direct the wormhole.

The artificial singularity was hidden under theCouncil Ruin itself, while the force field projectorwas hidden in a fortress near the settlement ofGreenville. Both objects remained untouched untilthe events of the adventure The Edge of Shadow,which is available for download from the DawningStar website. In The Edge of Shadow, the force fieldprojector is recovered, along with a map leading tothe artificial singularity.

When the Star Confederation fell, several millionvaasi were on Eos as part of the final invasion force.The infrastructure of the Vaasi Empire collapseddue to lack of power and losses in the war, leavingthese soldiers marooned. Their descendants haveremained on Eos ever since, their technology slow-ly failing as they lack the skills or knowledge torepair it. Now they are little more than savages hid-ing in the caves and ruins of Eos, but some remem-ber why they are here and search for the artificialsingularity. They no longer have the means torebuild the star harvester, but the quest for the arti-ficial singularity has taken on a nigh religious tonewith some vaasi.

AADDVVEENNTTUURREE OOVVEERRVVIIEEWW •• •• ••Shadow Falling opens with the PCs coming into

possession of a map that indicates the location ofan ancient relic hidden beneath the Council Ruinssouthwest of Dawning Star City. The means bywhich this map comes into the hands of the PCsvaries according to what factions they have contactwith, and a number of options are provided. TheCouncil Ruin is considered off limits to DawningStar citizens who do not have a permit to be theredue to its historical importance and value to thevelin, so the PCs can either try to work their waythrough the bureaucracy of the Dawning StarRepublic to get permits to enter the Council Ruin, orjust hope they can avoid being seen. Before thePCs set out they run into a group of relic hunters,the Black Wheel Gang, who are also heading to theCouncil Ruin after hearing about the map throughthe black market or other dubious channels, creat-ing a sense of urgency for the PCs.

Once the PCs set out for the Council Ruin they

SHADOW FALLING is an adventure for 4-6 char-acters of 4th-6th level, and requires the d20Modern Roleplaying game published by Wizardsof the Coast, Inc.. The module is set in theDAWNING STAR campaign setting, but it may beeasily modified to fit in other settings. A variety ofskills and abilities will help the characters in theadventure, including combat skills, survival skills,vehicle skills, and the ability to deal with alien

technology, but special equipment, classes,feats, or skills are not required for the adventure.The adventure takes place entirely on the planetof Eos, specifically in Dawning Star City and theregion around the Council Ruin. The adventuremay be easily scaled up to suit more powerfulcharacters, but making the adventure easier ismore difficult due to the large number of enemiesinvolved in many of the combats.

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have a mostly uneventful trip initially, but as theyclose on the ruins they run into a tribe of velin whowarn them against entering the Council Ruins,informing the PCs of their legends surrounding it inthe process. Later the PCs come across a set oftracks and slain murcows that were killed the nightbefore by a group of vaasi foraging from theCouncil Ruin. The smell of fresh meat soon attractsa small pack of Dawson dragons, and the PCs mayend up with a fight on their hands. If the PCs haveaccess to a flying vehicle they may choose tobypass these encounters, but instead run into amass migration of bluehook birds that may maketheir trip an extremely trying one.

If the PCs do not have a permit to be there, theymay have to avoid several groups of Dawning Stararchaeologists who are working in the area of theCouncil Ruin. The PCs also must find a way into theimmense structure, which is largely immune to con-ventional weapons. When the PCs do find a way inthey are quickly beset by a colony of spitter spidersthat have taken up residence within the CouncilRuin, and while the PCs attempt to avoid the spitterspiders the Black Wheel Gang strikes from behind,accidentally collapsing a wall behind the PCs totrap them inside the Council Ruin.

The PCs can only keep moving by going into thesubterranean levels of the Council Ruin, a delicateprocess that must be taken slowly to avoid causinglarger cave-ins. This is made more difficult by occa-sional still-functioning security systems whichattempt to stop the PCs. As the PCs reach one ofthe lowest levels of the ruin they are attacked by agroup of vaasi that have taken up residence in theCouncil Ruin while they try to bypass its remainingdefenses. Upon exploring the lowest level of theCouncil Ruin, the PCs find an area that is still heav-ily guarded by security systems that allow them topass since they are not vaasi. Inside they find anartificial intelligence entity that attempts to tell themwhat is hidden beneath the Council Ruin and thatthey should proceed carefully, but unfortunatelylanguage barriers probably prevent this from beingvery effective. With other, possibly less scrupulousrelic hunters on their heels the PCs may feelobliged to ignore the artificial intelligence entity.

Shortly after their discussion with the entity begins,the vaasi remaining in the Council Ruin begin a lastpush to try and get through the remaining securitysystems. As the security systems begin to fail the arti-ficial intelligence entity urges the PCs to take thetreasure hidden in the next room, a stable artificialsingularity that once powered the star harvester, thedevice used by the vaasi to harvest the power of thestars. The PCs must get it out of the Council Ruin sothe vaasi do not get their hands on it.

The PCs escape to the roof out of the CouncilRuin via an escape hatch, but now must climbdown. Once they reach the ground they encounter

the Black Wheel Gang. While the Black WheelGang's first reaction is to attack the PCs, once thevaasi show up they may become reluctant allies.The battle continues outside the Council Ruin.Along with some archaeologists and velin, the PCsmust organize their defense against the vaasi boil-ing up from below in the hopes they can last longenough for help to arrive.

UUSSIINNGG TTHHIISS AADDVVEENNTTUURREE IINN OOTTHHEERRSSEETTTTIINNGGSS •• •• ••

If this adventure is going to be used in settingsother than DAWNING STAR, some changes need tobe made, but it will fit well into any d20 science-fic-tion campaign that has ancient alien civilizationspossessed of fantastic scientific accomplishments.Any planet with ancient ruins can be used as thelocation for this adventure and the terrain aroundthe Council Ruin can be easily changed to some-thing other than plains. The Council Ruin could bebuilt by any ancient advanced civilization, and theartificial singularity need not be the former weaponof the Vaasi Empire. It could instead be somethingthat was created in a fit of vanity, or some type ofprototype power source. The main thing that has tobe maintained is that the artificial singularity isextremely dangerous and the vaasi want it. TheCouncil Ruin and the devices contained within itneed to be suitably advanced to be completelybeyond normal tech levels.

If need be the vaasi can be replaced with anyappropriately villainous alien species that once hadsome manner of technological skill, even if they donot have it currently. Alternately they could bedepicted as a group of all but forgotten ancient con-querors trying to attain the weapons and tools thatonce led them to victory. Other than evil intent, apreference for darkness, and a desire to acquirethe artificial singularity the vaasi can be changedcompletely to fit any given setting. Some of thesecurity devices in the Council Ruin are designedto specifically protect against vaasi intrusion,indicative of the long history between the StarConfederation and the Vaasi Empire. If the aliensused to replace the vaasi do not have a similar his-tory of ancient wars these security systems shouldbe altered to attack all comers or removed entirely.

The political groups and factions used in thisadventure may be easily changed to other politicalentities that are part of the setting being used. Anylawful and organized government can replace theDawning Star Republic, while the faction-campscan be changed to resistance groups, criminalorganizations, or other groups of trouble makers.Maximillian Dagos can be replaced with any richindividual who would be interested in acquiringalien relics or technological marvels, regardless ofthe legality of the situation.

DAWNING STAR•SHADOW FALLING

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CCHHAAPPTTEERR 11:: GGEETTTTIINNGG SSTTAARRTTEEDD •• •• ••In this chapter the PCs get their hands on the

map and clues that lead to the Council Ruin and theartificial singularity. The encounters should be runin the listed order but only the first encounter is nec-essary to continue the adventure.

^̂ EEN C O U N T E R 11GGeetttt iinngg tthhee MMaappFor this adventure to begin the PCs must acquire

the map and information detailing the location of theartificial singularity within the Council Ruin.

^ THE FIRST STEPIf the PCs have played THE EDGE OF SHADOW

they already have their hands on the map, in addi-tion to possibly having the force field projector. Inthis case they may wish to head directly to theCouncil Ruin after getting the map, meaning theymay skip ahead to Chapter 2. IntroducingEncounter 2 from this chapter in a town they visit forsupplies on the way may be a good way to get therival relic hunters into the adventure early.

If the PCs have not played The Edge of Shadowit is assumed someone else entered the fortressruin near Greenville, ended up with the map, andsold hand drawn copies of it to several other fac-tions. The factions that end up with the map will allwant to try to recover the relic from the Council Ruinas soon as possible, and may be willing to sendless-than-qualified individuals for sake of expedien-cy. Each of the major factions on Eos would beinterested in gaining a relic, especially one asimpressive as the force field projector, so everyonethat hears about the expedition is likely to sendtheir own agents, even if they don't have a copy ofthe map and just intend to follow those who do.

^ ENCOUNTER 1aDawning Star Republic CitizensCharacters who are members of or known to the

Dawning Star Republic will be contacted by SilasWilliams, Assistant Director of Xeno-History withinthe Dawning Star Republic's Department ofScience. Assistant Director Williams ended up withthe map after it was found near Greenville due tohis department's experience with relics, and hasbeen studying it for the past few days. He is veryinterested in investigating the ruins, but the ScienceDepartment is currently more interested in thematerial the map is made of, thinking that since theCouncil Ruin is regularly patrolled, they have plen-ty of time to find whatever relic may be waitingthere. Assistant Director Williams is supposed tohand over the map to the Xeno-Materials depart-ment in a few days, but before doing so wants toarrange for someone to follow the map. AssistantDirector Williams suspects, and rightfully so, that in

DAWNING STAR•SHADOW FALLING

THE MAP ITSELFThe map leading to the Council Ruin is

a scrap of Star Confederation long-wear cloth that is highly resistance todamage or marring of any sort. Whileit may be held without difficulty, any

type of paint, dirt, or ink automatical-ly slides right off its surface without

making a mark. Short of damaging thelongwear cloth there is no way to per-

manently alter the image on it. Themap has energy resistance 30, a hard-

ness of 20, and 10 hit points. Due tospecial ink used in its creation elec-tronic methods used to copy or scan

the map into a computer automaticallyfail; when the map is introduced tobright light it becomes temporarily

transparent. The map is two feetsquare and comes with a string of

similar material to allow it to be rolledup and tied shut when not needed.There is no text on the map; it only

contains images.

The map is split into two sections,one of which details the continent ofDawnhome. Terrain and a handful of

settlements are depicted, but allthese settlements were long ago

reduced to ruins and none arelabeled. The only one of note is thefortress ruin north of Greenville is

noted on the map with a white circle.The Council Ruin is marked promi-nently to stand out from the other

settlements and a line leads from theCouncil Ruin to the other portion of

the map: a close up of the CouncilRuin detailing its fifty above ground

and twenty subterranean levels byway of a cross-section of the build-ing. In the center of the lowest levelof the Council Ruin a room is circled,indicating the location of the artifi-cial singularity. A large black circle

dominates the room, giving some hintto what the room contains.

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the week since the map was discovered at leastone copy of it has been made, making his missionall the more urgent.

If the PCs are not within Dawning Star City at thebeginning of this adventure the PC who has themost scientific training, highest reputation, or mostconnection to the Republic is contacted via theEonet by Assistant Director Williams. The messagecontains the following text:

Have need of skilled individuals to retrievevaluable item from remote location. Republicsanctioned operation. Compensation nego-tiable. Contact Assistant Director SilasWilliams at the Department of Science,House of Congress, Dawning Star City.Please hurry, time sensitive.

The players may then at any time in the next fewdays meet with Assistant Director Williams, asdetailed below.

If the PCs are in Dawning Star City, AssistantDirector Williams sends a pair of police officers tobring the PCs to his office. The police officers willbe looking specifically for the one with the most sci-entific training, highest reputation, or most connec-tions to the Republic.

Read the follow text aloud during any time whenthe PCs are out on the streets of the city:

You hear a clipped clearing of the throatbehind you that sounds more for communi-cation than bodily need, turning to see apair of Dawning Star City police officersstanding behind you. One holds an info-comp, and he seems to be comparing yourappearances to something on the screen.The other stands with his arms crossed,looking slightly annoyed about whateverduty he is fulfilling. After looking back andforth between your faces and the screenhe puts the info-comp away on his belt,obviously thinking he's found what he waslooking for.

"Excuse me, but Assistant Director Williamsof the Department of Science has request-ed your presence immediately at the Houseof Congress. He wishes to speak with youabout some official Republic business anddoes not have time to be kept waiting. Now

if you'll come with us," the police officergestures to a S-15 Styler Ground transportpainted in the gray and blue of theDawning Star Republic parked a short dis-tance away.

While the police officers do not mean to be men-acing, they are not happy to be running errands forsome scientist instead of doing their normal jobs,and on some level they assume the PCs have doneor will do something wrong if they are being sum-moned in such a matter. They will not try to take thePCs against their will, but will suggest it is in theirbest interest to go along with them. If attacked thepolice will respond with appropriate force and callfor backup; any PC who attacks a police officer ofthe Dawning Star Republic is going to be in suffi-cient trouble that participating in this adventure asan agent of the Republic is impossible, thoughbeing backed by the faction-camps or taking part asan independent are both possible. If the PCs flat-out refuse they will be bombarded by messagesover the Eonet from Assistant Director Williams forthe next eight hours and a second visit by the policethat happens in similar format. If the PCs refuse allof these requests, Assistant Director Williamsmoves on to find his agents elsewhere.

Assuming the PCs go with the two police officersto the House of Congress read the following aloud:

The drive to the House of Congress is sur-prisingly quick despite the heavy traffic atthe center of Dawning Star City, as thepolice officer driving the S-15 employs thesiren and lights for most of the trip. Theofficers bring the vehicle to one of the reardelivery entrances of the House ofCongress, stopping in front of a loadingdock piled high with boxes and containers.Among them stands a small dark skinnedman wearing a rumpled suit that looks tohave been worn for at least three daysstraight. His face is hidden beneath a thickgraying beard and large glasses, makinghis furtive, paranoid glances around thesurrounding area look all the more comical.

"I told you to bring them in quietly! Withthat siren half the city knows something isgoing on!" the man says, oblivious in hispanic to the fact that police sirens arenothing strange in Dawning Star City. Thepolice officers share a look of annoyance

DAWNING STAR•SHADOW FALLING

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before getting back in their S-15 and head-ing out of the garage, obviously happy tobe on to other duties. The small wrinkledman in front of you spends a secondrecomposing himself before extending ahand in greeting.

"Greetings, citizens. I am Silas Williams,Assistant Director of Xeno-History in theDepartment of Science. We don't have a lotof time, so I'm going to be blunt. I've heardyou people have the skills to get…interest-ing tasks done quickly and quietly. Butnothing illegal, just a little…sketchy.Outside the city, archaeology work. But notlike digging and stuff; dealing with ruinsand xenoforms and stuff. I can trust youright? I hear money buys secrecy, so I'vegot money. Are you interested?"

If the PCs ask for more information or say theyare interested, Assistant Director Williams contin-ues. If the PCs flat out say they are not interestedAssistant Director Williams will look disappointedand then leave quickly. Attacking Assistant DirectorWilliams will get them in nothing but trouble;although he does not pose much of a threat,Assistant Director Williams has many friends andassaulting him will quickly gather the attention ofthe Dawning Star City Police.

Assuming the PCs say they are interested, readthe following text aloud:

"Great, great. This map came into mydepartment two days ago. It's old, real old.Like as old as the ruins of this planet andit is extremely resistant to damage."Assistant Director Williams pulls a foldedup piece of cloth from his pocket andunfolds it to reveal a map of the continentDawnhome, along with what appears to bea close up of the Council Ruin located tothe south and west of Dawning Star City.He tries with all his might to tear the map,but with no success.

"In five days it has to go from my depart-ment to Xeno-Materials for research, andthen who knows when we'll get our handson it again! I need you to go to the CouncilRuin and see if this map leads you to any-thing, like a relic or some such. This mapwas found in a ruin to the south nearGreenville with a relic of massive powerand…yeah, it's a neat relic. Anyway, wehope to find another relic at the end of themap, one that may be very useful in figur-ing out the history behind all these ruins."A noise somewhere in the loading dock dis-rupts his speech and Assistant DirectorWilliams glances around furtively.

"The group that found the first relic wasindependents working for my department,and I think they may have made copies ofthe map and given it to other relic huntersor maybe even the faction-campers. I havea copy of the map here, but the originalmay be important so you can take it. I'vealso got transportation lined up if youneed, it along with all the paperwork forgetting access to the Council Ruin. Thevelin don't like us going near it, so you'vegot to have all sorts of forms and permis-sions to go inside. You'll have to get thereand back in four days, which is when themap has to go to Xeno-Materials. I can payyou…" the Assistant Director stops talkingand pulls out an info-comp, does some cal-culations, and holds it up for you to seethe numbers it displays. "Sound good?"8

DAWNING STAR•SHADOW FALLING

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The amount he offers will give each of the PCs a+6 increase to their Wealth bonus; though he maybe bargained up to a +7 bonus with a successfulopposed Barter check. Assuming they agree, heushers them into another area of the loading dockwhere a G-3 Survey vehicle awaits them, ready togo and equipped for supplies (see the sidebarbelow). They may take their own vehicles if theywish, as long as Assistant Director Williamsbelieves they can complete the mission and returnin four days. Assistant Director Williams tells themthe G-3 is outfitted with the necessary provisions,hands them the paperwork to get them past anyRepublic officials they may meet, and encouragesthem to leave as soon as possible. The PCs maywish to pick up a few other supplies and gear, butshould head out soon to make the deadline and canthen head to encounter 2.

^ NPCSDawning Star City Police Officers(Tough Ord. 2/Dedicated Ord. 2) ^ CR 3

Medium Humanoid (Human); HD 2d10+2d6+8;hp 25; MAS 15; Init +1; Spd 30 ft.; Defense 18,touch 15, flat-footed 17 (+4 class, +1 Dex, +3armor); BAB +4; Grap +4; Atk +4 melee (1d6+1,tonfa) or +4 melee (1d3 electrical and stun, stungun) or +3 ranged (2d8, EDF-9 Auto Pistol); Full+4 melee (1d6+1, tonfa) or +3 melee (1d3 elec-trical and stun, stun gun) or+3 ranged (2d6,EDF-9 Auto Pistol); FS 5 ft. by 5 ft.; Reach 5 ft.;AL Dawning Star Republic; SV Fort +6, Ref +1,Will +4; AP 0; Rep +1; Str 13, Dex 12, Con 15,Int 10, Wis 14, Cha 10.PL Familiarity: 6Occupation: Law EnforcementSkills: Drive +7, Intimidate +4, Investigate +6,Knowledge (Civics) +4, Knowledge (Streetwise)+5, Read/Write (English), Sense Motive +8,Speak Language (English), Spot +6.Talents: -Feats: Armor Proficiency (Light), Attentive,Brawl, Personal Firearms Proficiency, SimpleWeapons ProficiencyPossessions: EDF-9 auto pistol with 5 clips,light combat armor, night stick, radio, stun gun,info-comp, uniform, badge

Assistant Director Silas Williams(Smart Ord. 8) ^ CR 7

Medium Humanoid (Human); HD 8d6+8; hp 35;MAS 12; Init -1; Spd 30 ft.; Defense 12, touch12, flat-footed 12 (+3 class, -1 Dex); BAB +3;Grap +3; Atk +3 melee (1d3 nonlethal, punch);Full +3 melee (1d3 nonlethal, punch); FS 5 ft.by 5 ft.; Reach 5 ft.; AL Dawning Star Republic;SV Fort +3, Ref +1, Will +8; AP 0; Rep +3; Str10, Dex 9, Con 12, Int 16, Wis 15, Cha 11.

PL Familiarity: 6Occupation: AcademicSkills: Barter +5, Computer Use +14, DecipherScript +16, Drive +3, Investigate +14,Knowledge (Current Events) +11, Knowledge(History) +16, Knowledge (Technology) +16,Knowledge (Theology and Philosophy) +16,Profession (Scholar) +13, Read/Write Language(English, French, Indian, Mandarin Chinese,Swahili, Unispeak), Research +16, Search +14,Speak Language (English, French, Indian,Mandarin Chinese, Swahili, Unispeak).Talents: NoneFeats: Educated x2, Iron Will, Simple WeaponsProficiency, StudiousPossessions: Info-comp, clothes, pencils,pens, paper, glasses

^ ENCOUNTER 1bFaction-CampersIf the PCs were not the ones who retrieved the

map from the ruin in The Edge of Shadow, the relichunters who did so have sold a copy to the EosFreedom League. The EFL hopes to acquire what-ever relics may be found in the Council Ruin for itsown use. The individual put in charge of this opera-tion is Maria Caias, an EFL agent who specializesin recovering relics, or at least arranging for some-one else to recover relics. Unfortunately most of hernormal contacts and agents are already assignedto jobs, so Maria has to go outside her normalchannels to get some help. Assuming the PCs areknown to the faction-camps, either as allies or justskilled independents, she will contact them abouttaking on the job. She attempts to contact the PCsthrough the Eonet or through messengers if theyare in an EFL allied settlement, with the followingmessage.

DAWNING STAR•SHADOW FALLING

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I have need of some discreet individuals tohandle getting an item out of an old, col-lapsed building. Squatters may be in thebuilding. Substantial pay and equipmentprovided. Meet me in two days at thenortheast corner of the Earth MemorialPark in Dawning Star City at 12:00PM ifinterested.

A friend.

Assuming the PCs are interested in the job theyhave to make it to Dawning Star City in two days.Once they reach the park finding Maria Caias iseasy as she is looking for them. Once they reachthe northeast corner of the park read the followingtext aloud.

Like most days, at noon the Earth MemorialPark is filled with workers on their lunchbreaks, kids playing, and families having aquick picnic. While few people visit the parkafter hours thanks to the rather seedyneighborhoods that surround it, duringthe day it is full of commotion and people.You're not sure how to meet your contactand spend some time worrying about thisbefore (the character in the back of theparty) is tapped on the shoulder.

Behind you among the throng of peoplestands a middle aged, fit woman wearing agrey business suit that is ubiquitous amongthe white collar workers of Dawning Star.Her expansive sunglasses make it difficultto get a feeling for her facial features,though she is doubtlessly someone whostays well groomed. In her hand is a steelbriefcase that seems to be connected to herarm by duracable. "I believe we have a meet-ing." She says, gesturing toward a picnictable as she walks toward the same table.

If the PCs sit down she continues her briefing, asdetailed below. If they attempt to leave she letsthem and will have no further communication withthem, moving on to other avenues. Any kind of dis-ruption in the park will attract the attention of allthose nearby as well as the police shortly there-after, which is something Maria Caias does notwant to deal with. If the PCs do cause a commotionshe will immediately try to disappear into the crowd.

The woman sits down at the table andopens her briefcase, pulling out a smallrectangular device with a single button,which she presses as she puts it down onthe table. "No one may eavesdrop on ususing standard electronic means now. Myassociates and I have come into possessionof a map to the Council Ruin that indicatesthe suspected location of a valuable relicin the bottom of the Council Ruin. We wishto acquire that relic, and are willing to hireyou to acquire it. We need the relic in fivedays or else the Dawning Star Republic islikely to send in their own recovery teamand beat us to it. You will find a G-3 surveyvehicle parked one hundred yards north ofhere." Reaching into her briefcase shedraws out a key and puts it on the table."Here is the key. A copy of the map andappropriate supplies are already in the G-3. We expect it and any unused supplies tobe returned in four days time. We will payyou half in advance, half after completion."

She begins fishing around in her briefcaseand pulls out a cloth bag that looks to beholding piles of credit chips. "The DawningStar Republic and several other groupshave copies of this map as well, andentrance to the Council Ruin is restrictedto individuals with permits, so you had bestfind a way to sneak in. We will meet here atthe same time in five days to make the finalexchange." She waits for you to count themoney, crossing her arms over her chest.

The money is sufficient to grant all the PCs a +4increase to their Wealth bonus now and a further +4increase after the mission. Maria Caias is not inter-ested in bargaining further, but will allow the PCs tokeep the G-3 if they succeed in an opposed Bartercheck (it's stolen anyway, though it has been suffi-ciently camouflaged that most police inspectionswill not notice this). If the PCs agree she gives themthe key and leaves immediately. Finding the G-3 isno problem, and inside they find the equipment list-ed below in addition to a copy of the map.

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^ NPCS:Maria Caias(Charismatic Ord. 4/Smart Ord. 3) ^ CR 6

Medium Humanoid (Human); HD 7d6; hp 25;MAS 10; Init +1; Spd 30 ft.; Defense 17, touch13, flat-footed 16 (+2 class, +1 Dex, +4 armor);BAB +3; Grap +2; Atk +2 melee (1d3 nonlethal,punch), +4 ranged (2d6, EDF-9 Auto Pistol);Full +2 melee (1d3-1 nonlethal, punch), +4ranged (2d6, EDF-9 Auto Pistol); FS 5 ft. by 5ft.; Reach 5 ft.; AL EFL; SV Fort +3, Ref +4, Will+5; AP 0; Rep +4; Str 9, Dex 12, Con 10, Int 16,Wis 14, Cha 13.PL Familiarity: 6Occupation: DissidentSkills: Barter +8, Bluff +10, Computer Use +9,Diplomacy +10, Disguise +10, Forgery +9,Gather Information +10, Intimidate +8,Knowledge (Streetwise) +13, Knowledge(Technology) +13, Profession (Handler) +9,Read/Write Language (English, Indian,Mandarin Chinese, Swahili), Research +9,Search +9, Sense Motive +9, Speak Language(English, Indian, Mandarin Chinese, Swahili).Talents: NoneFeats: Armor Proficiency (Light), Attentive,Deceptive, Personal Firearms Proficiency,TrustworthyPossessions: Concealable vest, EDF-9 AutoPistol in concealed holster, 3 clips, cell phone,business suit, info-comp, steel briefcase con-taining incriminating documents

DAWNING STAR•SHADOW FALLING

THE G-33 SURVEY VEHICLE An off road vehicle designed for explo-

ration, terraforming, and transport duties,this vehicle is ubiquitous on Eos. Any com-mon, non-military all-terrain vehicle can be

used as a replacement in other settings.PCs working for the faction-camps, theDawning Star Republic, or Maximillian

Dagos are loaned one of these vehicles fortheir mission. This G-3 has been modifiedto reduce its cargo room and increase the

passenger capacity.

PPLL:: 3 CCrreeww:: 1PPaasssseennggeerrss:: 5CCaarrggoo:: LargeIInniittiiaattiivvee:: -1MMaanneeuuvveerr:: +0TToopp SSppeeeedd:: 120 (12)DDeeffeennssee:: 8HHaarrddnneessss:: 10HHiitt PPooiinnttss:: 40SSiizzee:: Huge

If the PCs sell any ofthis equipment or the G-3 itself they will beaccused of theft on

their return and theirpay docked, if not

brought up on formalcharges, assuming they

have not made otherarrangements (unless

the characters areworking for the EFL,which doesn't really

care). Equipment that is lost in the line of

duty will probably beignored, but getting the

G-3 blown up will not go over well.

The G-3 survey vehiclecontains the followingpieces of equipment:

^ 6 backpacks^ 6 explorer outfits^ Deluxe electrical tool kit^ Deluxe evidence kit^ Fast use medkit^ 4 doses of antitox

chemical^ 4 doses or sporekill

chemical^ Lock pick set^ Deluxe mechanical tool kit^ 2 electro-optical binoc-

ulars^ 20 chemical light

sticks^ 6 sets of climbing gear^ 2 compasses^ Maps of the area

between Dawning StarCity and the CouncilRuin

^ 6 portable glow lamps^ 2 battery flood lights^ 6 gas masks^ GPS receiver^ Portable stove^ Freeze dried rations

for 6 for 5 days^ Puritzier^ 6 sleeping bags^ 8 person dome tent^ 500 feet of duracable^ 4 grappler tags^ 4 universal communicators^ 4 spare tires

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^ ENCOUNTER 1cIndependentsCharacters who have no connection to either the

Dawning Star Republic or the faction-camps can behooked into this adventure by being hired byMaximillian Dagos. While a citizen of the Republic,Maximillian Dagos often puts his own economic con-cerns before those of the Republic, but never in sucha manner that can be traced back to him. If using thisoption read the following text aloud for the playerwith the highest Reputation bonus in the party.

"Excuse me, sir." The speaker next to you isobviously an air runner, decked out in aflight suit bearing the insignia of theMorning Bright Delivery Service. His fea-tures are hidden behind the mirroredfaced plate of his helmet, but in his handshe holds a box with your name on it."Delivery for you. No return address and Idon't know who the client is, so don't ask. Ijust deliver this stuff." He hands you thebox and turns around quickly, walking backto a hovercycle parked a short distanceaway. The box itself has only your name forexternal features, being little more than acardboard box wrapped in plain brownpaper. Inside a soft beeping can be heard.

If the character succeeds at a Computer Use orKnowledge (Technology) check (DC 10) he recog-nizes the beeping as that of an info-comp with amessage waiting. A Search check (DC 10) willreveal there is nothing insidious about the box, andall it contains is a single info-comp with a messagewaiting. If the PC accesses the message it displaysthe following text.

Good evening. I apologize for the dramaticmethod of contact, but I wish to retain acertain amount of anonymity in these pro-ceedings. I have need to hire people ofunusual talents to retrieve a relic from thebottom levels of the Council Ruin to thesouthwest of Dawning Star City. As you nodoubt know, this area is considered off lim-its to civilians without permits, which cantake some time to acquire, and which I donot have time for. So infiltrating the ruinswill take some care. The ruins are doubt-

less filled with spitter spiders and worsexenoforms, so you'd best be on your toesand handy with a gun. A copy of the map iscontained in this info-comp in a file that isprotected and cannot be copied to anothercomputer. If you agree to this mission,which you can indicate by replying to thismessage, an appropriately large amount ofmoney will be transferred to the bankaccounts of you and your cohorts. A G-3survey vehicle can be found 100 yards tothe north of your current position with thekeys inside and properly outfitted for thismission. In five days I will activate a homingbeacon that has been planted on you andsend an agent to pick up the relic. I awaityour reply.

After the message concludes the info-compawaits the PC to reply to the message, at whichpoint the info-comp displays a scanned image of ahand-drawn copy of the map, the money is trans-ferred to the accounts of the PCs increasing theirWealth bonus by +9, and the G-3 survey vehicle isplaced in the appropriate place for the PCs to pickup. The PCs can make their own plans from there,but there are tracking bugs planted in the info-comp,the G-3, and all the large gear stored in the G-3, soin five days the minions of Maximillian Dagos aregoing to come for the PCs looking for the relic. If thePCs have accepted the money and don't have therelic, things will probably go poorly for them.

If the PCs try to hack the info-comp to gain infor-mation about their client a Computer Use check(DC 35) will reveal the info-comp was programmedby a programming company called Prime Data,located in Dawning Star City. Like the MorningBright Delivery Service, Prime Data will share noinformation about their client, but six hours ofresearch and a Research skill check (DC 35) willreveal both companies are partially owned byMaximillian Dagos. More extensive efforts to con-firm the source of the info-comp and the missionwould take many hours, time the PCs do not haveif they wish to undertake the mission.

Assuming the PCs accept the mission they cancontinue on to the next encounter. If they chose tonot reply using the info-comp nothing further hap-pens, though the offer does remain open for sixhours. Maximillian Dagos is not interested in bar-gaining and will simply look for help elsewhere if thePCs push too hard for more money.

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^ ENCOUNTER 1dOther OptionsAlternately the PCs could come into possession

of the map from a known contact or ally, such as aformer teacher, a friendly relic hunter, or even afamily member. Individuals with contacts in the relictrade or exploration are the best fit for this situation,but also those involved in black market operations,cartographers, and surveyors also make excellentindividuals for passing on the map to the PCs. Ifsuch individuals have already been established inthe campaign they make an excellent means tohook the PCs into the adventure in a way that feelscompletely natural. In this case the PCs are notlikely to receive any payment for their efforts to fol-low the map, but instead will be given a share of theprofit from the adventure, if they don't claim the arti-ficial singularity outright. Also they may not be aswell equipped as a party funded by the DawningStar Republic or the faction-camps, relying solelyon their own funds to complete the mission.

^ Encounter 1eBetter to Ask PermissionCharacters who are not working for the Dawning

Star Republic do not have the necessary permits toenter the Council Ruin legally, and thus will have tododge the Republic officials who may be in thearea. Alternatively, if they think of it they can try andrequest a permit from the various colonial depart-ments that make up the Republic government, withScience being the most likely to grant such a per-mit. To attain a permit the characters must ventureto the Hall of Congress, come up with a suitablecover story for why they need to enter the CouncilRuin in the first place, and spend four hours fillingout forms and going through background checks.Any character with a documented criminal record inthe Republic will automatically fail this process, andprobably be arrested as well.

To successfully navigate the bureaucracy of theRepublic, one of the characters must succeed in aKnowledge (Civics) check (DC 25). To convince thebureaucrats that the permit is needed a Bluff check(DC 25) is required. Any characters that haveknown connections to the EFL or do not seem to bescientists suffer a -4 penalty on their skill checks. Ifboth of these checks are successful the charactersleave with a one week permit to visit the CouncilRuin and remove artifacts from there, but these arti-facts must be catalogued by Republic archaeolo-gists on site before they can be taken from thearea. If the characters only succeed in one checkthey may receive a permit in the mail in three to sixweeks after more thorough checks into their storyare conducted, but for the purposes of this adven-ture they are out of luck.

^̂ EENNCCOOUUNNTTEERR 22 RRiivvaall rryyAs the PCs are heading out of town, they run into

another group of relic hunters, the Black WheelGang (see Appendix A) who are interested in themap the PCs have after hearing rumors of its exis-tence. They don't know for sure that the PCs havethe map, or even if the PCs are involved in wholematter of the Council Ruin, but according to theircontacts in the black market and other sources theythink the PCs are the right people. If the PCs gotthe map from the Dawning Star Republic, the fac-tion-camps, or Maximillian Dagos, all of thesesources have enough leaks in their operations to letknowledge of the existence of the map escape. Ifsomehow the PCs themselves attained the mapand let no one know of its existence, such as if theyattained it through The Edge of Shadow, skip thisencounter as the PCs should be rewarded for theircleverness.

^ THE CHASEA short time after the PCs accept the job of fol-

lowing the map a pair of non-descript, gray S-15ground transports begin following them through thecity, be they using the G-3 or some other groundvehicle. This encounter should take place after thePCs are done running errands before their mission

OTHER CAMPAIGN SETTINGSFor other campaign settings any

power group would likely be interested in a stable artificial

singularity and thus back an effortto obtain it. The encounter describedwith the Dawning Star Republic couldbe used for some other force of law

and order, while the faction-campmeeting could represent the actions

of any of a number of covert or criminal organizations.

Alternately the PCs could come intopossession of the map through a

treasure chest, research, or othercompletely different means.

All that matters is that they end upwith the map, preferably in such afashion that several other people

know about it as well.

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DAWNING STAR•SHADOW FALLING

and while they are heading out of the city towardthe Council Ruin, or to their aircraft if they are usingair transportation. If the PCs are in another settle-ment or out in the wilderness change the encounteraccordingly. All the PCs should make Spot checks(DC 15) to notice the two vehicles. If any succeedread the following aloud.

Dawning Star City is a busy place most ofthe time, but it seems strangely quiettoday. The streets are not as filled withcars and pedestrians, allowing for aleisurely drive as you make your finalpreparations before heading out of thecity. While turning onto the Perimeter yousee two S-15 ground transports pull ontothe highway behind you…the same S-15transports that have been following youfor at least twenty blocks and three turns.It seems someone else is already interest-ed in your mission.

The S-15 ground transports hold the BlackWheel Gang who hope to follow the PCs out of thecity and then ambush them in the hopes of takingtheir copy of the map. One S-15 is driven by KelenaTullah and holds Stafford and Jake while the otheris driven by Telela with Rashad Tullah and oneBlack Wheel thug as passengers. These vehiclesremain at least fifty feet back from the PCs until thePCs either leave the city, try to lose them, or attack.

If the PCs do not lose the Black Wheel Gangbefore leaving Dawning Star City after about tenminutes of driving the PCs are off the Perimeterroad and on a four lane road heading southwestthat turns into a two lane dirt road after five miles.There is little in the way of buildings or other peoplein the area. When they reach the four lane road theBlack Wheel Gang attacks the PCs, trying to stoptheir vehicle by shooting out its tires. The BlackWheel Gang is not interested in any loss of life andonce they have managed to stop the PCs' vehiclethey will demand the map. If they are given the mapthey leave without causing further trouble, but if thePCs refuse they toss in sonic grenades and openfire with tangler guns to try and disable the PCs,taking the map after the PCs are disabled.

If the PCs try to lose the two S-15s a chasebegins across the Perimeter Road of and possiblythe surrounding countryside. During the chase thePCs and the relic hunters will have to deal with traf-fic, which is light at this time, and the police if theyattract too much attention by speeding or pullingrisky maneuvers. The Perimeter Road of DawningStar City is an eight lane highway with cement

dividers separating the traffic going in differentdirections and guarding the outside of the highway.If the PCs are able to pull more than one thousandfeet ahead of the S-15s the Black Wheel Ganggives up the chase.

The Black Wheel Gang will not attack the PCs inpublic in Dawning Star City, even if attacked. If thePCs do fire on them, the Black Wheel Gang will callthe police and try to get the PCs arrested, whileleaving their own role in the attack out and trying toescape the notice of the police if possible.

If at any time two of the Black Wheel Gang takemore than half their hit points in damage or theirvehicles are in danger of being disabled they willbreak off the fight and flee. They are interested inturning a profit, not getting killed.

^ NPCSThe abilities of the rival relic hunters, the Black

Wheel Gang, are listed in Appendix A.

CCHHAAPPTTEERR 22:: GGEETTTTIINNGG TTHHEERREE •• •• ••In this chapter the PCs leave Dawning Star City

and reach the Council Ruin, but have severalobstacles to overcome during the journey. If thePCs are flying to the Council Ruin they may skipthese encounters if they wish; it is best to allowthem to see the encounter on the ground andbypass it if they wish. Flying PCs should run intoOPTIONAL ENCOUNTER: MIGRATION Period to spicethings up.

The distance to the Council Ruin from DawningStar City is roughly 600 miles, meaning a G-3 cancover it safely in 16-24 hours, though bad weatherand poor road conditions may make this more diffi-cult. It is assumed the PCs leave Dawning Star Cityat noon or shortly thereafter and then arrive at theCouncil Ruin the following morning, though if thePCs stop to sleep for the evening they will insteadarrive in mid afternoon. There are no paved roadsbetween Dawning Star City and the Council ruin,only dirt roads.

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^̂ EEN C O U N T E R 11VVeell iinn WWaarrnniinnggssThe velin believe the Council Ruin to be a holy

place that should not be disturbed without great need,and out of respect the Dawning Star Republic hasinstituted a system allowing only a small number ofresearchers near the ruin at a time. Despite regularDawning Star Republic patrols in the area by the mili-tia and Republic Rangers, the velin keep their ownwatch on the Council Ruin. A recent surge in signs ofvaasi activity in the area has heightened their concernand they have increased their patrols in the region asa result, one of which runs into the PCs.

Read the following text aloud:

You've been following a dirt road thatbarely qualifies as such for several hoursnow and have several more to go beforeyou reach the Council Ruin. The skies areclear of clouds, but a mass migration ofbluehook birds often makes it difficult tosee the sun as tens of thousands of birdstake to the skies. The monotony of theplains of central Dawnhome have given youlittle to look at, but now some dark speckshave appeared on the horizon. As you comecloser it is apparent that the specks are avelin tribe on the move, all of its membersmounted on Dawson dragons. It does seemrather small for a tribe, but once you getcloser you see that it is not a tribe but awar party. All of its members are dressedin battle armor and carry a number ofweapons. While they do not look hostile,they wave to your vehicle and gesturetowards themselves, indicating for you tocome closer.

If the PCs choose to bypass the velin war party,the velin cannot move fast enough to stop them, sothe PCs may go on to the next encounter.

If the PCs stop, several of the velin gatheraround them, but not in a threatening manner, whilethe rest keep their watch on the surrounding plain,looking for vaasi activity.

Read the following text aloud:

Five of the velin bring their Dawson drag-on mounts up to the side of your vehicle ina half circle, while the other twenty all lookout over the plains, obviously watching forsomething. The velin in the middle of the

five facing you seems to be the oldest inthe group and his mount is covered intufts of fur, scales, and bones that seem tobe trophies from past conflicts. Theirweapons are worn but well cared for andtheir gnarled faces speak of many wintersseen. The velin in the center of their for-mation, who also appears to be the oldest,makes a short clicking noise and his mountmoves forward a few feet.

"I am Katijno of the Green Sea Tribe. I havebeen charged with guarding the CouncilRuin for this moon and keep evil fromentering it. Why do you head to the CouncilRuin?"

The PCs must now convince Katijno that theymean to commit no foul deeds in the Council Ruin.Katijno accepts that humans wish to learn from it,and considers knowledge a worthwhile pursuit, soarchaeologists and other scholars he allows to passwithout difficulty. Those who seek power or wealthhe will insist must turn back for this is not the placeto seek such things. If the PCs let slip the existenceof the map and that they seek something in the bot-tom of the Council Ruin, he will grow very con-cerned and ask to see the map. The velin do notknow what exactly is at the bottom of the CouncilRuin, but those velin who are involved in itsdefense know there is something powerful and ter-rible down there that must not be awakened. PCswho reveal the true purpose of their mission willhave to work very hard to convince Katijno that theydo not mean to profit from their mission and onlyseek knowledge. Considering the recent vaasisightings in the area, Katijno may even be con-vinced that the time to remove the relics from theCouncil Ruin has come as they may be safer inDawning Star City in the care of the Republic. Aslong as the PCs are respectful and come across astruthful, even if they aren't, Katijno is likely to allowthem to continue, but this doesn't mean he won'tmenace and scare them into thinking he won't letthem pass.

If the PCs conduct themselves particularly wellKatijno will invite them to share a meal with him andthe patrol group, which will appreciate the welcomechange from eating in the saddle. The food is main-ly dried murcow meat and unleavened bread withsmall amounts of a cheese-like spread the velinmake from several herbs that grow in the region.While eating Katijno tells them of one of the leg-ends surrounding the Council Ruin.

Read the following text aloud:

DAWNING STAR•SHADOW FALLING

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Katijno stops eating for a moment andcloses his eyes, apparently in deep concen-tration. He opens them again he looks atyou all, but looks past you at the sametime, almost as if he is in a trance. "Youtravel to the Council Ruin, so you shouldknow of it what we know. Long ago, whenthe ruins of this world were cities andmany creatures walked its surface, theCouncil Ruin was where they came togetherand settled their tribal matters. Leaderstraveled to it from across the stars, rulingwisely and fairly over a tribe of uncount-able size. It was a place of peace and dis-cussion where all could speak their mind."

"But in time a great darkness came from aforeign star, a darkness that wielded fear-some weapons and used them against thepeople who once ruled from the CouncilRuin. In time some of these weapons werestolen and hidden across Eos and otherworlds, including beneath the Council Ruinitself, but even without their greatest toolsof war the great darkness overwhelmed thisworld and many others. Now only the vaasiremain from this darkness, but they stilllurk about the ruins of this world, lookingfor the engines of destruction taken fromthem long ago. That is why we are here. Wework to keep them out of the Council Ruinfor great power still is hidden there."

"Be wary, friends, we have seen vaasitracks in the area. They are about, andthey may take interest in your efforts."

Katijno will only attack the PCs if they seem benton entering the ruins with no regard for tradition, hiswarnings, or respect for the Council Ruin. Suchindividuals he must stop from entering the ruin, andonce the characters start off in their vehicle he willhave no chance to do so. The velin are not interest-ed in killing the PCs, only restraining them and turn-ing them over to the proper authorities. If the PCsattack the velin they respond with lethal force, andconsidering their superior numbers the PCs hadbetter flee than try to make a stand up fight. If thePCs do attack the velin they will report the incidentto the Dawning Star Republic and the PCs are nowgoing to be wanted men.

^ NPCSKatijno, Elder Velin WarriorWhile his body is aged now and no longer fit,

Katijno has the instincts and skills of warrior. Heknows much of the vaasi and the history of his peo-ple, and has been charged with training new war-riors in how to fight those ancient evils. Slow andpurposeful, he is never rash and continually coun-sels his students to always look and think beforetaking action. He is one of many warriors to leadspatrols through the region around the Council Ruin,but recent vaasi sightings have caused him to stayon patrol for an extended period over the last fewweeks. He generally trusts humans until he catchesthem doing something wrong, and is willing to givethe PCs the benefit of the doubt. He is no master ofreading lies in the words of others; he is a warriorand thus may be easy to fool.

Katijno, Velin Patrol Leader (Velin Hunter 3/Velin Guardian 6) ^ CR 9

Medium Humanoid (Velin); HD 9d8+27; hp 72;MAS 19; Init -1; Spd 30 ft.; Defense 19, touch14, flat-footed 19 (+5 class, -1 Dex, +5 armor);BAB +9; Grap +10; Atk +11 melee (1d10+1 or1d8+1, kertaff spear), +8 ranged (1d8, velin warbow); Full +11/+6 melee (1d10+1 or 1d8+1,kertaff spear), +8/+3 ranged (1d8, velin warbow);FS 5 ft. by 5 ft.; Reach 5 ft. (10 ft. withkertaff spear doing 1d8+1 damage); SQGuardian reputation, improved detect vaasi,low-light vision, region familiarity (Council Ruinand surrounding area), tribal collective memory,wilderness camouflage, wilderness training; ALVelin Tribal Council; SV Fort +10, Ref +2, Will+8; AP 10; Rep +1; Str 12, Dex 9, Con 16, Int12, Wis 16, Cha 13.16

DAWNING STAR•SHADOW FALLING

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PL Familiarity: 3Occupation: HunterSkills: Handle Animal +5, Hide +6, Intimidate+7, Knowledge (History) +9, Listen +5, MoveSilently +6, Navigate +9, Ride +9, SpeakLanguage (English, Velin), Spot +5, Survival +11.Talents: NoneFeats: Alertness, Animal Affinity, ArchaicWeapons Proficiency, Armor Proficiency(Medium), Exotic Melee Weapon Proficiency(Kertaff Spear), Exotic Weapon Proficiency(Velin War Bow), Guide, Improved DamageThreshold, Iron Will, Mounted Combat,Oathbound (Velin Tribal Council), Track,Weapon Focus (Kertaff Spear).Possessions: Velin battle armor, kertaff spear,velin war bow, 36 arrows, Dawson dragon, 5days of rations

^ VELIN PATROL MEMBERSThese relatively inexperienced warriors are new

to the duty of patrolling the Council Ruin and areapprehensive about living up to their duties. Theyare all disciplined and dedicated defenders of theirpeople, and make up for their lack of experience withenthusiasm. They defer to Katijno in all matters andavoid speaking directly to humans when possible.

Velin Patrol Members (Tough Ordinary 4) ^ CR 3

Medium Humanoid (Velin); HD 4d10+12; hp 34;MAS 20; Init +1; Spd 30 ft.; Defense 21, touch14, flat-footed 20 (+3 class, +1 Dex, +7 armor);BAB +3; Grap +5; Atk +5 melee (1d10+2 or1d8+2), kertaff spear), +4 ranged (1d6+2, velinthrowing blade); Full +5 melee (1d10+2 or1d8+2), kertaff spear), +4 ranged (1d6+2, velinthrowing blade); FS 5 ft. by 5 ft.; Reach 5 ft. (10ft. with kertaff spear doing 1d8+2 damage); SQdetect vaasi, low-light vision; AL Velin TribalCouncil; SV Fort +5, Ref +2, Will +3; AP 0; Rep+1; Str 14, Dex 12, Con 17, Int 8, Wis 15, Cha 7.PL Familiarity: 3Occupation: HunterSkills: Ride +4, Survival +5. Talents: NoneFeats: Archaic Weapons Proficiency, ExoticWeapon Proficiency (Kertaff Spear), MountedCombat, Improved Damage ThresholdPossessions: Velin battle armor, kertaff spear,velin battle shield, 4 velin throwing blades

Dawson Dragon ^ CR 4Large animal; HD 8d8+32; hp 68; MAS 18; Init+1; Spd 40 ft.; Defense 18, touch 10, flat-footed17 (+1 Dex, +8 natural, -1 size); BAB +6; Grap+14; Atk +9 melee (1d8+4, bite); Full Atk +9melee (1d8+4, bite) and +4 melee (1d6+2, 2claws); FS 10 ft. by 10 ft.; Reach 10 ft.; SQimproved grab, scent, tail slap; AL none; SVFort +10, Ref +7, Will +3; AP 0; Rep +0; Str 19,Dex 12, Con 18, Int 2, Wis 12, Cha 4.Skills: Jump +17, Spot +4, Survival +6.Feats: None.Advancement: 9-12 HD (Large).

^̂ EEN C O U N T E R 22MMaadd BBeeaassttssA group of vaasi recently infiltrated the Council

Ruin in the hopes of finding something valuablewithin, relics and such. This has happened manytimes in the years since the fall of the StarConfederation, but this group is larger than previ-ous groups. There is little to eat within the CouncilRuin, as even vaasi consider spitter spiders poorfare, and they have been making forays into thesurrounding plains under the cover of night to lookfor other sources of food. Being strict carnivoresthey have primarily been raiding murcow herds andDawson dragon packs, and in this encounter thePCs spot some of their handiwork.

Read the following text aloud:

The plains of central Dawnhome are givingway now to the Bergen Lowlands, which areslowly starting to creep in from the north.You could smell it long before you couldsee it, the swamp and marsh having a mostpeculiar odor. Despite the change in ter-rain there is little else of interest to beseen other than an occasional aircraft fly-ing overhead. With only three million peo-ple planet wide, it does leave a lot of empty,wide open spaces.

This made it all the more obvious when thedark spot first appeared on the horizon.Unlike some of the animal herds you'veencountered, this dot is stationary andnearly in your path. After you get a littlecloser you see that a large number of blue-hook birds, notorious scavengers in thisarea, have broken off from the mass migra-tion and are circling over the dark spot.Whatever it is, something died up ahead.

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The PCs may choose to bypass the dark spotentirely and continue on. If they choose to investi-gate, read the following:

As you approach the dark spot it quicklybecomes evident it is the scene of anattack of some sort, as blood is scatteredover an area almost sixty feet across andseveral slaughtered murcows are lyingabout in heaps. The bodies are covered inblood flies and a flock of bluehook birdsare rummaging through the remains. It willtake a more careful inspection to figureout how long they have been here, butthese look like relatively fresh kills. Thereare obvious tracks and blood trails leadingtoward the Council Ruin, but the grass inthis area is extremely tall, making it diffi-cult to see them for any great distance.

Any PC who spends five minutes examining thescene may make an Investigate or Treat Injurycheck (DC 10) to determine the murcows were killedsometime during the night before. There were atleast fifty murcows slaughtered here. An Investigateor Treat Injury check (DC 25) reveals that the mur-cows were slaughtered without tools, but insteadwith claws and teeth. None of the murcow remainsare good for food or hides. A character with theTrack feat may make a Survival skill check (DC 20)to learn about the way the slaughter was conducted;the hunting creatures chased the murcows to theedge of the swamp, hedged them in against it, andthen slaughtered them. A successful Survival checkalso reveals that the attacking creatures had unusu-al shaped, three clawed feet and seemed to runboth on four and two legs. Any attempt to track theperpetrators gains a +4 bonus to Survival checksdue to the obvious nature of the trail.

If the PCs spend more than ten minutes at thesite of the slaughter each PC should make a Spotcheck (DC 10). Successful PCs notice there arethree Dawson dragons approaching their positioncreeping through the tall grass, probably attractedby the smell of the slaughtered murcows. TheDawson dragons begin 100 ft. from the PCs andwill charge if the PCs make any quick movements.If the PCs move slowly toward their vehicle theycan escape without being attacked, but any loudnoises or quick movements will spark the Dawsondragons to charge. The Dawson dragons willattempt to kill the PCs and eat them, but will flee ifseriously injured.

^ NPCSDawson Dragons ^ CR 4

Large animal; HD 8d8+32; hp 68; MAS 18; Init+1; Spd 40 ft.; Defense 18, touch 10, flat-footed17 (+1 Dex, +8 natural, -1 size); BAB +6; Grap+14; Atk +9 melee (1d8+4, bite); Full Atk +9melee (1d8+4, bite) and +4 melee (1d6+2, 2claws); FS 10 ft. by 10 ft.; Reach 10 ft.; SQimproved grab, scent, tail slap; AL none; SVFort +10, Ref +7, Will +3; AP 0; Rep +0; Str 19,Dex 12, Con 18, Int 2, Wis 12, Cha 4.Skills: Jump +17, Spot +4, Survival +6.Feats: None.Advancement: 9-12 HD (Large).

^̂ OOPPTTIIOONNAALL EENNCCOOUUNNTTEERRSSThe following encounters can be used if the GM

feels the PCs are having too easy a time of things,or just to spice up the adventure. They are notrequired for the furtherance of the plot.

^ LONG ARM OF THE LAWDue to the sensitive nature of the Council Ruin

and its importance to the velin, the Dawning StarRepublic makes regular patrols through the regionto stop treasure seekers and other undesirablesfrom disturbing the Council Ruin. Considering howmany relic hunters are criminals, and heavily armedcriminals at that, this duty is taken very seriouslyand is overseen by experienced military and policeofficials. There is always at least one RepublicRanger on duty in the region to handle any prob-lems that arise, and the PCs have the luck, eithergood or bad, of encountering her this day.

Republic Ranger Sasha Reyes has beenpatrolling the area around the Council Ruin for sev-

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eral weeks, and is getting sick of people comingthrough without permits. What's more annoying inthe last few days has been a large number ofranchers reporting nighttime attacks on their cattle,most of which are found slaughtered the next day.Several ranchers have gone missing as well, andRanger Reyes is now more concerned with havinga group of poachers and murderers than simpletrespassers. She's got bigger fish to fry. She is cur-rently out with a handful of militia patrolling onStyler Scout Bikes trying to cover as large an areaas possible. If the PCs are wanted criminals or arewanted by the Republic for some other reason,springing this encounter on them may be a bitharsh as the Styler Scout Bikes can outrun theirvehicles and Republic Rangers are nothing tosneeze at in a fight.

Read the following text aloud:

In the distance something is kicking up asizable cloud of dust. While this is nothingnew and you've seen several dust cloudsthus far in your trip, caused by anythingfrom vehicles to stampedes, this one ismoving faster than the others. Soon itssource comes into sight: five people onmotorcycles, all of which are coming at youvery quickly. The lead figure raises itshand and seems to be displaying a shinymetallic object of some kind and is yellingsomething over a loudspeaker, but it'shard to make out what is being said.

All the PCs should make Listen checks (DC 10)to understand the message over the loudspeaker. Ifsuccessful, they can make out Ranger Reyes say-ing "Stop in the name of the Republic! RepublicRanger incoming for inspection." If the PCs try tomake a run for it she will give chase, and consider-ing the scout bikes can outrun a G-3 pretty handilythey are not likely to escape. Running from aRepublic Ranger tends to encourage the thoughtthat the PCs are up to something, and while RangerReyes and the militia are loath to shoot at people,they have no problem with tires. If the PCs open fireon Ranger Reyes and the militia soldiers the returnfire immediately and with intent to kill. Assuming thePCs stop, things go much easier. Read the follow-ing text aloud if the PCs stop:

The rider of the lead bike comes to a stopthirty feet away from your vehicle, theother four riders coming in behind her. Thelead rider wears the uniform of a RepublicRanger, while the other four wear Dawning

Star Militia uniforms. All are armed withEDF-15 assault rifles and EDF-9 auto-pis-tols, some of which the militia soldiers gripnervously. The ranger takes her helmetoff, revealing a woman of middling years,dark hair, and obvious Hispanic and Asiandescent. "I'm Republic Ranger SashaReyes, and we've had some reports of cat-tle rustling, in addition to less pleasantactivities, in the area. So just what are youfine people doing out here so far fromtown with no herd in tow?"

If the PCs are here on Republic business or havea permit for exploring the Council Ruin RangerReyes will let them pass without difficulty assumingthey let her know, and have the paperwork to backit up. If not, they have to convince her they are notcattle rustlers or murderers. She will want to searchtheir vehicle for anything suspicious, and any bits ofmurcow meat taken from ENCOUNTER 2 or heavyweapons will arouse her suspicion. As long as thePCs have a believable story as to why they are outnear the Council Ruin and give no reason to suspectthey are responsible for the recent murders and cat-tle slaughters they will be able to pass, but RangerReyes does not make it easy for them. In order toput pressure on them she will act like she assumesthey are guilty right up until she lets them go, insin-uating the whole time that they are up to no good inthe hopes it will push them to do something rash.

^ NPCSRepublic Ranger Sasha Reyes

A former rancher and terraforming surveyor,Sasha Reyes has spent more nights sleeping underthe open sky than under a roof. She considers her-self more a rancher than a law officer, having thesame easygoing and nomadic style she has alwayshad. She became a Ranger after many years serv-ice to the Republic as a scout in the militia, and lateras a deputy in a number of posses. While she is nota well known Republic Ranger and her sector islargely thought to be an easy assignment, she is afine Ranger. Few humans know the BergenLowlands and the area surrounding the CouncilRuin as well as her. Ranger Reyes has littlepatience for criminals and those who waste hertime, preferring to deal with particularly violent crim-inals using her own brand of justice. She is alsounusually interested in crimes that affect ranchers,such as rustling, but that is more out of a lack ofmore serious crimes in her sector. The recent dis-appearances have been the most serious crime inthe region for some years, and she is leaving nostone unturned in looking for the cause.

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Sasha Reyes (Tough Hero 4/ Rancher 4/ Lawman 3Republic Ranger 1) ^ CR 12

Medium Humanoid (Human); HD 3d8+9d10+36;hp 106; MAS 16; Init +2; Spd 30 ft.; Defense24, touch 21, flat-footed 22 (+9 class, +2 Dex,+3 armor); BAB +9; Grap +9; Atk +9 melee(1d8, whip stick), +12 ranged (2d8, EDF-15Assault Rifle); Full +9/+4 melee (1d8, whipstick), +12/+7 ranged (2d8, EDF-15 AssaultRifle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ Force oflaw, ranger reputation, region familiarity(Council Ruin region), riding master, specialmount, wild empathy, word of law; AL DawningStar Republic; SV Fort +16, Ref +5, Will +9; AP13; Rep +4; Str 10, Dex 14, Con 16, Int 12, Wis14, Cha 10.PL Familiarity: 6Occupation: Ranch-HandSkills: Barter +5, Diplomacy +6, Drive +9,Gather Information +6, Handle Animal +7,Intimidate +14, Knowledge (Civics) +7,Knowledge (Streetwise) +10, Navigate +6,Read/Write Language (English), Ride +10,Sense Motive +5, Speak Language (English),Survival +10.Talents: Remain Conscious, Second WindFeats: Advanced Firearms Proficiency, AnimalAffinity, Armor Proficiency (Light), Confident,Great Fortitude, Mounted Combat, MountedGunplay, Personal Firearms Proficiency,Republic Militia Member, Simple WeaponsProficiency, Surface Vehicle Operation(Motorcycles), Trustworthy, Weapon Focus(EDF-15 Assault Rifle).Possessions: Light combat armor, EDF-15 and5 clips, EDF-9 and 4 clips, 2 tangler grenades,S-10E Styler Scout Bike, binoculars, compass,10 days of rations, badge, flare, survival gear,sleeping bag, universal communicator

Dawning Star MilitiaThese militia soldiers are all local ranchers doing

their duty to the Republic by helping Ranger Reyestry to get to the bottom of the cattle rustling and dis-appearances. They are all extremely interested incatching the perpetrators since it is their herds andfriends who have suffered in these incidents andoutsiders, like the PCs, seem the most likely cul-prits. They are not in the mood for hearing someoneblame it on darklings and are interested in somepayback.

Dawning Star Militia Members(Tough Ordinary 4) ^ CR 3

Medium Humanoid (Human); HD 4d10+8; hp30; MAS 14; Init +1; Spd 30 ft.; Defense 17,touch 14, flat-footed 16 (+3 class, +1 Dex, +3armor); BAB +3; Grap +4; Atk +4 melee (1d4+1,survival knife), +4 ranged (2d8, EDF-15 AssaultRifle); Full +4 melee (1d4+1, survival knife), +4ranged (2d8, EDF-15 Assault Rifle); FS 5 ft. by5 ft.; Reach 5 ft.; AL Dawning Star Republic; SVFort +4, Ref +2, Will +2; AP 0; Rep +1; Str 13,Dex 12, Con 14, Int 10, Wis 13, Cha 8.PL Familiarity: 6Occupation: Ranch-HandSkills: Animal Handling +3, Drive +5, Navigate+4, Ride +5, Spot +2, Survival +5.Talents: NoneFeats: Armor Proficiency (Light), PersonalFirearms Proficiency, Surface Vehicle Operation(Motorcycles)Possessions: Rough-outs, EDF-15 with 4clips, EDF-9 with 3 clips, S-10E Style scoutbike, survival knife, sleeping bag, 10 daysrations, survival gear, universal communicator

^ TERRAFORMERS IN DISTRESSIf the PCs are getting antsy about having to con-

tinually explain themselves and duck out of the wayof the watchful eyes of the Republic or the velin,this encounter can help lighten the mood and givethem something to fight. A group of bandits and cat-tle rustlers called the Patterson Four were travelingthrough the region surrounding the Council Ruinwhen they found a group of Dawning Star Republicterraformers setting up a temporary atmosphericconverter to correct some atmospheric anomaliesin the area. As terraforming gear can often be soldfor a respectable profit to the Terraforming Guild,the Patterson Four decided to try to make a quickcredit and steal the atmosphere converter. Now thetwo groups are engaged in a gunfight that is notgoing well for the terraformers.

To begin this encounter read the following textaloud:

At first it seemed like another cloud of dustup ahead, just off to the north of your pathto the Council Ruin. With all the bluehookbirds flying about in their huge migratoryflock it makes seeing anything above thehorizon difficult, but still this stands out.Now that you've gotten closer it is clearthat it is smoke rising, not dust, and gun-fire can be heard echoing over the plains.

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If the PCs choose to ignore it they can do so eas-ily enough and simply drive around. If they chooseto investigate read the following text aloud:

As you approach the source of the smoke itis apparent trouble lies ahead. A G-3 sur-vey vehicle painted in the blue and grey ofthe Dawning Star Republic and bearingthe logo of the Dawning Star ScienceDepartment is on fire, creating the plumeof thick, black smoke that attracted yourattention. Next to it is an S-15 groundtransport also painted blue and gray, sev-eral boxes of equipment, and a large pieceof what appears to be terraforming equip-ment nearly twenty feet tall which is nowleaking chemicals from a number of bulletholes. Two individuals in Dawning StarRepublic terraformer uniforms slumpagainst the vehicles, while two more cowerbehind boxes, pistols in hand.

On the other side of the terraformingequipment sits a badly beaten and verydirty G-3 and two scout bikes, along withfour armed and scruffy looking individualswho are taking occasional shots at the ter-raformers while they try to loop aroundand flank them. It seems like it's a bad dayto be a terraformer.

The Patterson Four tried to simply hold up theterraformers and take their fill of chemicals andportable terraforming equipment, but the terraform-ers were feeling particularly brave today and foughtback. Now two terraformers are disabled and theother two are hiding while the bandits move in forthe kill. The Patterson Four are mainly concernedabout making a profit and so only attack the ter-raformers as long as they put up a fight. Currentlythey are moving toward the S-15 transport in thehopes of securing whatever supplies it holds sincethe terraformers' G-3 is on fire due to a stray bulletinto a chemical vat.

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If the PCs drive their vehicle right up into thefight, the Patterson Four will open fire on themimmediately, thinking them the biggest threat. If thePCs ditch their vehicle and approach on foot theywill likely be unnoticed by the bandits until they arewithin 30 feet of the conflict. If the PCs look suffi-ciently threatening, when they make their presenceknown the Patterson Four will immediately moveback toward their vehicles to flee. No amount ofprofit is worth getting killed over. Once thePatterson Four start taking damage from the PCs,regardless of how threatening they appear, they willbegin turning tail.

The terraformers' G-3 is ruined and on fire andwill explode three minutes after the PCs arrive,inflicting 5d6 damage on everything within 15 feet.On the round before it explodes a number of smallexplosions occur, providing warning that it's aboutto go up.

The injured terraformers are both disabled at -2hit points when the PCs arrive, meaning they onlyhave a few rounds to save them. The two consciousterraformers will assist the PCs in chasing off thePatterson Four, but their first concern is their com-rades and the atmospheric converter. The atmos-pheric converter was operational when it took sev-eral hits and is now unstable, meaning it willexplode in a few minutes if it is not shut down. Thistakes a Terraforming check (DC 15) and aComputer Use check (DC 20), each of which takesone minute to complete. If the atmospheric convert-er is not shut down within ten minutes of the PCsarriving on the scene it explodes, inflicting 10d6 firedamage on everything within fifty feet.

Assuming they live, the terraformers will be verygrateful to the PCs for their assistance and try toassist them by tending their wounds, repairing anyvehicles, and sharing their supplies. If the PCs tryto rob the terraformers they will acquiesce, havingno stomach for another fight.

The Patterson Four will flee if the battle turnsagainst them in the slightest, shooting out the tiresand splitting up in order to avoid pursuit. If corneredthey will surrender, though may try to escape later.These bandits are far more concerned aboutmoney and living than dying foolishly. While thePatterson Four claim to be widely known and dan-gerous desperadoes, they are really small changein the criminal world.

Twenty minutes after the PCs arrive RangerReyes and her patrol arrive, taking any bandits stillalive into custody. Assuming the PCs intervened onbehalf of the terraformers and did not try to robthem, Ranger Reyes writes them a permit for goinginto the Council Ruin; while this does not fall underher jurisdiction no one in the area is going to havethe guts to question it. There is a minor reward outfor the Patterson Four, which will grant the PCs a+1 increase to their Wealth bonus, and Ranger

Reyes will make sure they get credit for capturingthem. She also lets the PCs take their pick of any ofthe equipment the bandits had, though the banditvehicles have all suffered 10 points of damage andRepair checks made to fix them suffer a -4 penaltydue to their poor condition.

^ NPCSThe Patterson Four

While the Patterson Four claim to all be brothers,not all are in fact related. There are two Pattersonsin the group but they are cousins, and the other twohave no familial relation to the others. They justthought they would sound more dangerous if theyclaimed to be brothers, since the vengeance of aman against his brother's killer is a terrible thing.Michael, Russ, Saleem, and Hwuang do not evenlook related, but with their hats on and rough-outcollars buttoned up it is much less noticeable. Theyhave this far limited their activities to cattle rustlingand a few holdups, but this encounter is the firsttime they've runt into someone who actually fightsback. While the Patterson Four are pretty good cat-tle rustlers and thieves, their combat skills are lack-ing. Once they meet real opposition they will turntail and run, or surrender if they cannot flee.

Michael and Russ Patterson (Tough Ord. 4) ^ CR 3

Medium Humanoid (Human); HD 4d10+8; hp30; MAS 15; Init +1; Spd 30 ft.; Defense 17,touch 14, flat-footed 16 (+3 class, +1 Dex, +3armor); BAB +3; Grap +5; Atk +5 melee (1d4+2,survival knife), +4 ranged (2d10, Brase shot-gun); Full +5 melee (1d4+2, survival knife), +4ranged (2d10, Brase shotgun); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ; AL Patterson Four; SV Fort +4,22

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Ref +2, Will +2; AP 0; Rep +1; Str 14, Dex 13,Con 15, Int 8, Wis 12, Cha 10.PL Familiarity: 6Occupation: CriminalSkills: Drive +5, Gamble +3, Handle Animal+4, Intimidate +6, Knowledge (Streetwise) +1,Read/Write Language (English), SpeakLanguage (English).Talents: NoneFeats: Armor Proficiency (Light), Confident,Personal Firearms Proficiency, Simple WeaponsProficiency, Surface Vehicle Operation (Trucks).Possessions: Rough-outs, Brase shotgun with22 rounds, survival gear, 3 days of rations,compass, survival knife, watch

Saleem Patterson (Fast Ord. 4) ^ CR 3

Medium Humanoid (Human); HD 4d6+8; hp 22;MAS 14; Init +2; Spd 30 ft.; Defense 20, touch17, flat-footed 18 (+5 class, +2 Dex, +3 armor);BAB +3; Grap +4; Atk +4 melee (1d8+1, whip-stick), +5 ranged (2d6, EDF-9 Auto Pistol); Full+4 melee (1d8+1, whipstick), +5 ranged (2d6,EDF-9 Auto Pistol); FS 5 ft. by 5 ft.; Reach 5 ft.;AL Patterson Four; SV Fort +3, Ref +4, Will +1;AP 0; Rep +1; Str 13, Dex 15, Con 14, Int 12,Wis 10, Cha 8.PL Familiarity: 6Occupation: CriminalSkills: Drive +9, Hide +9, Knowledge(Streetwise) +8, Move Silently +9, Profession(Criminal) +7, Read/Write Language (English),Ride +9, Speak Language (English). Talents: NoneFeats: Armor Proficiency (Light), PersonalFirearms Proficiency, Simple Weapons

Proficiency, Surface Vehicle Operation(Motorcycle, Trucks). Possessions: Rough-outs, EDF-9 auto pistolwith 4 clips, whip stick, fragmentation grenade,sunglasses, compass, lock picks, brandinggear.

Hwuang Patterson(Strong Ord. 4) ^ CR 3

Medium Humanoid (Human); HD 4d8+8; hp 23;MAS 14; Init +1; Spd 30 ft.; Defense 17, touch14, flat-footed 16 (+3 class, +1 Dex, +3 armor);BAB +4; Grap +6; Atk +6 melee (1d10+2, duras-teel longsword), +5 ranged (2d6, EDF-9 Auto-Pistol); Full +6 melee (1d10+2, durasteellongsword), +5 ranged (2d6, EDF-9 Auto-Pistol);FS 5 ft. by 5 ft.; Reach 5 ft.; SQ; AL PattersonFour; SV Fort +4, Ref +2, Will +1; AP 0; Rep +0;Str 15, Dex 13, Con 14, Int 12, Wis 10, Cha 8.PL Familiarity: 6Occupation: CriminalSkills: Climb +3, Drive +3, Handle Animal +7,Knowledge (Streetwise) +5, Read/WriteLanguage (English), Repair +7, SpeakLanguage (English). Talents: NoneFeats: Archaic Weapons Proficiency, ArmorProficiency (Light), Personal FirearmsProficiency, Simple Weapons Proficiency,Surface Vehicle Operation (Motorcycles).Possessions: Durasteel longsword, EDF-9auto-pistol with 3 clips, rough outs, 2 daysrations, lighter, cigarettes

Dawning Star TerraformersThese scientists were dispatched the day before

to set up a portable atmospheric converter in this

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area to offset some strange atmospheric anomaliesand weather patterns that had been appearing andexpected it to be a simple task that would mainlyinvolve sitting around and monitoring the equip-ment. They were not prepared for the attack of thePatterson Four, though still tried to fight back to pro-tect all the valuable equipment they were workingwith. Before they knew what happened two of theterraformers were shot and the remaining two werepinned down. The terraformers really just want to dotheir job and return to Dawning Star City; they haveno interest in ruins, adventures, or gun battles.

Dawning Star Terraformers (Smart Ord. 4) ^ CR 3

Medium Humanoid (Human); HD 4d6; hp 14;MAS 10; Init +1; Spd 30 ft.; Defense 12, touch12, flat-footed 11 (+1 class, +1 Dex); BAB +2;Grap +2; Atk +2 melee (1d4, tool), +3 ranged(2d6, EDF-9 Auto Pistol); Full +2 melee (1d4,tool), +3 ranged (2d6, EDF-9 Auto Pistol); FS 5ft. by 5 ft.; Reach 5 ft.; SQ; AL Patterson Four;SV Fort +1, Ref +2, Will +4; AP 0; Rep +2; Str10, Dex 12, Con 10, Int 15, Wis 14, Cha 11.PL Familiarity: 6Occupation: TerraformerSkills: Computer Use +9, Craft (Chemical) +9,Craft (Electrical) +9, Craft (Mechanical) +9,Disable Device +9, Drive +4, Knowledge (Earthand Life Sciences) +11, Knowledge (PhysicalSciences) +9, Knowledge (Technology) +9,Terraforming +11, Repair +9, Research +9,Search +3.Talents: NoneFeats: Personal Firearms Proficiency, SurfaceVehicle Operation (Trucks), Terraforming TrainingPossessions: EDF-9 auto pistol with 2 clips,uniform, info-comp.

^ MIGRATION PERIODIf the PCs have access to an aircraft they can

choose to bypass many of the encounters in thischapter by simply flying over them. If the GM feelsthis is too easy, use this encounter to complicatetheir trip. As mentioned in the earlier encounters,the bluehook birds, a ubiquitous scavenger andfishing bird that travels from northern to southernDawnhome over the course of a year, is in itsmigratory period currently. This can make air travelvery hazardous as the creatures suffer from astrong mob mentality when migrating, followingtheir fellows regardless of the danger presented. Ahandful of air vehicles have been lost over theyears to bluehook migrations, mainly to the birdsclogging the air intakes on vectored thrust vehicles.In this encounter the PCs encounter a swarm ofbluehook birds that envelop their vehicle.

Read the following text aloud:

While you have been flying over greengrasses for the last few hours, the groundcover recently changed to blue rather sud-denly, but this was of little concern asthere are many plants on Eos that havesuch a hue. Then the ground cover beganto move. Seconds ago it seemed like theentire surface of the world was leaping toflight as what must be millions of bluehookbirds took to the sky, flying towards theclouds in one huge chaotic mass.Unfortunately it seems this cloud of feath-ers and muscle will envelop your vehicle inscant few seconds.

Unless the characters are traveling at supersonicspeeds or above five thousand feet they will not beable to avoid the bluehook flock without great diffi-culty. They may out climb the bluehook flock if theycan achieve an altitude of five thousand feet, butdoing this before the vehicle is enveloped this willrequire a Pilot check (DC 10+ 5 for every 1,000 feetbelow 5,000). If this check succeeds the vehicleclimbs above the flock and may avoid it without fur-ther difficulty. Failure means the vehicle does notescape the flock, and failure by more than five pointsmeans the vehicle has stalled and begins falling 400ft. per round until the pilot regains control with a Pilotcheck (DC 20) or the vehicle hits the ground.

If the vehicle is enveloped by the bluehook flockit must avoid colliding birds for 10,000 feet of dis-tance before it can reach clear air. The time it takesto accomplish this varies with the speed the vehicleis traveling. Each round the pilot must make a Pilotcheck (DC 15) to avoid hitting birds, with eachfailed Pilot check inflict 3d6 damage on the vehicleand inflicting a -1 penalty on future Pilot checks toavoid the flock. If the vehicle successfully travels10,000 feet it passes through the densest part ofthe flock and may then fly normally.

Alternately the pilot may attempt to land, whichwill require flying through the flock until the vehiclereaches the ground, as detailed in the paragraphabove. Once the pilot reaches the ground he mustsucceed in a Pilot check (DC 20) to land the vehi-cle under such unusual conditions. Failure inflicts4d6 points of damage on the vehicle, while failureby more than five points causes the vehicle tocrash, suffering 10d6 damage. If the vehicle crash-es its crew take 4d6 damage and may make aReflex save (DC 16) for half damage. If their vehi-cle is destroyed, the PCs had better start walking ifthey want to reach the Council Ruin. Running theTerraformers in Distress encounter next may be agood idea if the PCs lose their primary form of24

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transportation, since they can appropriate the vehi-cles of the Patterson Four assuming they are suc-cessful in the encounter.

CCHHAAPPTTEERR 33:: GGEETTTTIINNGG IINN •• •• ••Now that they are at the Council Ruin, the PCs

must find a way to get inside, possibly while avoid-ing the Dawning Star Republic scientists who areinvestigating some areas of the ruin. This chapter iswhere the meat of the adventure begins.

^̂ EEN C O U N T E R 11AArrrr iivvaallRead the following text aloud to the PCs as they

approach the Council Ruin.

It's been visible on the horizon for the lastthirty miles, but not until you came within afew miles of it did its size become trulyapparent. What at first was a gray indis-tinct bump has come into focus as a mas-sive structure ten miles across and reach-ing over fifteen hundred feet into the air.More like a mountain than a building, itstands out against the stark, flat plainsthat surround it. Made of an unknown graymaterial that looks like ceramic, it hasweathered the years surprisingly wellother than a few cracks and holes in itswalls that seem to have been caused byweaponry rather than nature. The remainsof other buildings surround the massivedome, but their rubble only serves toheighten the sense of immensity that thestructure conveys. It is said that theDawning Star itself could have fit insidethe Council Ruin, and that looks to be true.

There seem to be a few doorways into thestructure on the ground level, but all ofthem are closed. There are a handful ofholes and cracks in its walls, some of whichseem large enough to admit a person, butmany of the openings on this side areswarming by dark specks that are probablyarchaeologists and scientists from theDawning Star Republic. They seem to haveall the best entrances staked out.

If the PCs are working for the Republic or havea permit to enter the Council Ruins they may sim-

ply approach the archaeologists. Otherwise, theywill likely have to sneak around to the other side ofthe Council Ruin so they can enter without beingseen. If the PCs approach the archaeologists goto encounter 2a. If they try to sneak in go toencounter 2b.

^̂ EEN C O U N T E R 22aaIInn tthhee CCoommppaannyy ooff FFrriieennddssIf the PCs have a permit to access the ruins they

can waltz right up to the archaeologists workingnearby and introduce themselves, ask them aboutthe ruins, etc. If the PCs approach the archaeolo-gists' positions read the following text aloud.

As the dark specks working in front of theCouncil Ruin grow larger it is clear that thearchaeologists working at the Council Ruinhave set up quite an operation. A numberof portable buildings, complete with gener-ators and outdoor lights, are contained ina small fenced in compound, along with anumber of tents and piles of gear. SeveralG-3 vehicles are present in the compound,which is located about six hundred feetfrom the Council Ruin. Several archaeolo-gists scurry among the outer area of theruins carrying rubble, examining artifacts,and working with a number of scanningdevices. All are armed, and the four heavymachine guns mounted on the corners ofthe compound speak to their level of pre-paredness to defend themselves.

As you approach a rail-thin man comes jog-ging out of the compound followed by twoEDF soldiers carrying EDF-15s. He wavesexcitedly towards you, yelling as soon ashe gets in range. "Welcome to DirtdiggerTown! I'm Dr. Burkett, and I'm in charge. Wedon't get many visitors around here, or atleast civil visitors." He stops a short dis-tance away, hand resting on an EDF-9 autopistol on his hip. "So what bring you all theway out here?"

If the PCs have a permit to be at the CouncilRuin, Dr. Burkett will welcome them with openarms, allowing them to enter the compound anduse the facilities he and his people have, in additionto answering any questions they may have. Thearchaeologists don't get a lot of visitors out here,

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and so welcome the human contact. The EDF sol-diers are a bit more reserved, as bandits have triedto earn the trust of the archaeologists using similartactics before, though it has not occurred often. Thearchaeologists offer to guide the PCs through theruin if requested, eventually showing them a paththat will allow them to reach their destination quick-er (see ENCOUNTER 3).

If the PCs do not have a permit, the Dr. Burkettand the EDF soldiers will train their guns on themand give them ten seconds to explain themselves.The archaeologists have had problems with relichunters trying to steal artifacts from the compoundafter the archaeologists did all the work of recover-ing them, and thus are paranoid of anyone withouta permit. Unless the PCs concoct a cunning storyinvolving imminent physical danger they will beturned back by Dr. Burkett, who will summon helpover the radio if the PCs do not seem willing toleave. The archaeologists are not interested instarting a fight, but will certainly end any that start.PCs that attack the archaeologists will not be pur-sued beyond the compound, but the archaeologistswill call Ranger Reyes and alert her to the situationso she can come deal with them. If the PCs arecaptured they will be held until Ranger Reyes cancollect them and render judgment upon them.

See APPENDIX B for more information onDirtdigger Town.

^ THE ARCHAEOLOGISTSGetting to study at Dirtdigger Town is considered

one of the best assignments an archaeologist in theDawning Star Republic can get. While no world-changing discoveries have come out of the com-pound yet and only a limited number of relics havebeen found, the scientific community believes thereis a great deal of history just waiting to be found inthe Council Ruin. The archaeologists at DirtdiggerTown are all well trained in their field, and while theyhave little interest in combat, they underwent militiatraining before leaving Dawning Star City. They tryto avoid combat when possible, preferring to followthe lead of the EDF soldiers, but are more than will-ing to throw down when pressed.

Dirtdigger Town is under the direction of Dr. AlanBurkett, who is the resident who has been at thecompound the longest. Acting at the direction of theDepartment of Science, Dr. Burkett has been actingas the head of the compound for a little over twoyears and is well regarded among the archaeolo-gists and the soldiers. His first concern is alwaysthe safety of his people, and he usually defers tothe soldiers when it comes to military matters. Dr.Burkett is well known in the scientific community ofEos for his groundbreaking work attempting toreconstruct the social structure of ancient Eos,though his assignment to such a remote locationlimits the exposure of his more recent work.

The archaeologists are more than willing to helpvisitors with permits, giving them full run of the com-pound, though visitors found poking around thearmory will quickly find themselves under constantsurveillance by the EDF soldiers. Others whoapproach the compound will be turned away unlessthey are in dire need of assistance and seem topose no threat.

^ WHAT THE ARCHAEOLOGISTS KNOWThe archaeologists have spent ten years now

exploring the Council Ruins and have someprogress to show for their work. If the PCs think toask, they are more than willing to give a quickoverview of their findings to the PCs, assuming thePCs have a permit. If they do not, the archaeolo-gists will not share this information since the PCsare obviously not approved to be privy to it.

Between talking to the velin and their study of theCouncil Ruin the archaeologists have come to theconclusion that the Council Ruin once served as acenter of government for an interplanetary nation,probably the same group that built the gateway sta-tions that brought the Dawning Star to Eos. Thisnation was made up of several different species,and chunks of text written in Unispeak, which a fewof the scientists of the Republic have learned fromthe tentaari, have led the archaeologists to believethat the tentaari were one of the member races ofthis interplanetary nation. Why the tentaari arereluctant to talk about this star nation and their his-tory is unknown. The Council Ruin is believed tohave been attacked at some point, but the limiteddamage has led the archaeologists to believe thatthe battle was to gain control of the Council Ruinrather than to destroy it. They have come to the ten-tative conclusion that the Council Ruin wasdestroyed in some manner of civil war. They believethat after the civil war the center of government wasmoved elsewhere, leaving the Council Ruin in itscurrent state and changing Eos from a capital worldto a backwater planet. They have suspicions aboutthe physical nature of the races that made up theinterplanetary nation, but nothing they feel confi-dent enough in to share. They suspect that theCouncil Ruin was once filled with such wonders asanti-gravity elevators, hand held fusion reactors,nanite devices, and force field devices, but thus farfew such wondrous machines have been found.

The archaeologists have found none of the sys-tems built into the Council Ruin to be functional, buthave limited their search so far to the levels closestto ground level. They have not explored more thanten floors up or down from ground level, so theyhave little information to share with the PCs aboutthe lowest level of the structure.

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^ GETTING INSIDEThe archaeologists offer to help the PCs reach

their destination within the Council Ruin using theirlimited maps of the structure. The route they sug-gest uses a number of elevator shafts to reach whatthey believe is the bottom of the structure, and theyhave plenty of duracable to loan the PCs if they areworried about running out. They also have spareglow lamps and other exploration equipment. If thePCs accept the help of the archaeologists it willsave them some time in finding their destination(see ENCOUNTER 3).

^ ENCOUNTER 2b SNEAKING INIf the PCs do not have a permit they will want to

avoid the archaeologist compound and try to get intothe ruins without being seen. This is quite easy asthe Council Ruin is massive and the archaeologistsusually stay relatively close to Dirtdigger Town incase of xenomorph attack. The PCs can simply drivearound the edge of the Council Ruin until they find asuitably sized crack to crawl through. There are noholes big enough to drive their vehicle through on theground level of the Council Ruin, as all its doors havelong ago been locked and rusted shut.

Read the following text aloud to the PCs as theysearch for a way in:

The Council Ruin is in surprisingly goodrepair given its obviously immense age,though the buildings that once surround-ed it have not fared so well and create afield of rubble reaching for hundreds ofyards out from the Council Ruin itself.There are many obvious doors in the sidesof the structure, all of which are closedand look just as sturdy as the walls them-selves. You finally find a way inside aboutthree miles from where the archaeologistsare camped, in the form of a massive holeblown in the side of the Council Ruin insome battle long past. The hole is fifteenfeet across and begins three feet abovethe ground, making passing through iteasy. Beyond it lie the dark, quiet corridorsof the Council Ruin.

The hole was blown by a vaasi maser cannonlong ago and its sides are melted smooth, indicativeof the immense temperatures that were present inits creation. The characters can enter the CouncilRuin without difficulty, but unless they take pains to

hide their transportation the archaeologists and theBlack Wheel Gang will both notice it. The BlackWheel Gang will follow the PCs in; during their sec-ond hour of traveling through the Council Ruin inthe next encounter they will meet up with the BlackWheel Gang (see ENCOUNTER 3), while the archae-ologists will simply camp out by the vehicle and waitfor the PCs to return (which will not happen if allgoes according to plan). Attempts to camouflagethe vehicle as simple a covering it in grass or throw-ing camouflage netting are enough to avoid thenotice of both groups The hole is not low enough tothe ground or wide enough at its base to accommo-date the G-3 survey vehicle inside the ruins, thoughmotorcycles could be hidden inside.

^̂ EEN C O U N T E R 33HHeeaaddiinngg DDoowwnnOnce the PCs enter the Council Ruin, finding

their way to their destination is largely a matter oftrial and error as they have no complete map of thestructure, and it is the size of a large city. PCs whoget help from the archaeologists find their trip mucheasier and only have to resort to guesswork in thelast fourth of their journey. It should be made clearto the PCs that while they may make a map of theirtravels or mark their passage on the walls of thestructure with chalk or other means, the CouncilRuin is so large, dark, and repetitive that navigatingit with any certainty is nigh impossible.

The inside of the Council Ruin is pitch black,requiring some sort of light source to see anything,even with low-light vision. The interior walls have notweathered the years as well as the exterior walls,and many of them are collapsed, creating danger-ously unstable areas that may collapse with theslightest provocation. The interior walls have a hard-ness of 30 and 30 hit points per inch of thickness;they are generally one foot thick. Most of the interi-or doors are closed and can only be opened byforce; nearly all systems in the Council Ruin havefailed, and a Strength check (DC 40) is required toforce a door. Passages in the Council Ruin are gen-erally 20 feet wide and all ceilings are 20 feet tall aswell. The doors are constructed to allow creatures ofLarge size to pass without difficulty.

The air in the lower levels is particularly dank,and the humidity throughout the structure is uncom-fortably high. It is filled with various small creatures,such as the Eotian versions of rats and cockroach-es, which are continually scurrying about, making itdifficult to detect more dangerous creatures likespitter spiders by sound alone. Much of the CouncilRuins smells rather unpleasant from all the animalsliving in close quarters. Moss, mushrooms, andother subterranean plants are common throughout,some of which are edible and even sought by thevelin for their ability to grant visions.

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To reach their destination at the bottom of theCouncil Ruin the PCs must succeed in fourNavigate checks (DC 25) with each check takingone hour to make. PCs who receive assistancefrom the archaeologists automatically pass the firstthree Navigate checks and thus only need to suc-ceed at one, though their voyage still takes at leastfour hours. If the PCs somehow lost their copy ofthe map and are navigating from memory they suf-fer a -4 penalty to these Navigate skill checks.

For each hour the PCs spend wandering aroundthe Council Ruin roll 1d20 and consult the followingtable to see if they run into anything unusual. Theencounters are further described below.

1d20 Roll Encounter1-12 No encounter

13-14 Black Wheel Gang Meeting*15-16 Spitter Spider Party

17 Security System18 Unstable Area19 Vaasi Warhounds20 Relic?*

* This encounter can only occur once. Multiplerolls of this encounter should be rerolled. If the PCs entered through the hole in ENCOUNTER2b and did not conceal their vehicle they automat-ically encounter the Black Wheel Gang duringtheir second hour in the Council Ruin.

^ ENCOUNTER 3aBlack Wheel Gang MeetingAssuming they are not all dead, the Black Wheel

Gang has followed the PCs into the ruins and isnow wandering around trying to find their way, hav-ing less luck than the PCs. If this encounter comesup the Black Wheel Gang has ended up in thesame area as the PCs, and they both find the samepower generator station at the same time. If thePCs did not camouflage their vehicle outside thisencounter occurs on the second hour of their wan-derings.

Read the following text aloud:

As you proceed through the darkness ofthe Council Ruin you come upon an oddity:a door halfway open. The door obviouslysuffered serious damage at some time inthe past, appearing to have been blownopen. On the other side is a large sphericalchamber, its walls coated in dull metallicplating. A walkway runs through the center

of the room connecting the doorway youjust came through to a similar doorway onthe opposite side. Floating in center of thespherical room is an oddly egg-shapeddevice about the size of a small car thatglows softly, obviously still having somemanner of power. The device is a cluster oftubes, controls, and readouts that has noeasily discernible purpose. The entire roomshows signs of battle and device itself isdamaged in several places. As you inspectit from afar you notice the door on theopposite side of the room is open, andthrough this door step several humans, allwith weapons drawn.

If the PCs encountered the Black Wheel Gangpreviously they can make a Spot check (DC 10) torecognize them. Stafford tells the PCs to leave andgives them one round to do so before opening fire,wishing to claim the device for himself. If the PCsleave the room at any time, the Black Wheel Gangdoes not follow. If any of the Black Wheel Gang isreduced to half hit points they retreat, tossing afragmentation grenade into the room behind them.

The walls of the room are made of a metal thatredirects all energy that contacts it back into theroom, including the kinetic energy of bullets. Anytime a firearm or energy weapon is fired within thespherical room and the attack misses the target ithas a 10% chance to ricochet into another target.Roll 1d20: on a roll of 1-5 one of the PCs is hit; on aroll of 6-10 one of the Black Wheel Gang is hit; on aroll of 11-20 the device is hit and begins to destabi-lize. If any explosives are used near the device,such as the fragmentation grenades that the BlackWheel Gang carries, the device begins to destabi-lize. The device is a generator and any damagesends it into overload. Five rounds after it is struck itwill explode, inflicting 5d6 fire damage on everythingin the room, with a Reflex save (DC 18) for half dam-age. In the rounds between being hit and explodingthe device glows brightly, begins smoking, andstarts repeating evacuation orders in Unispeak.

After the explosion the whole area is destabilizedand begins collapsing. The hall the PCs entered thespherical room from begins collapsing, starting inthe direction they came from and moving toward thedirection they are headed, effectively sealing off theway they came. The collapsing ceiling begins 50feet behind the PCs and moves at 30 feet per rounddown the hallway for a distance of 120 feet. As longas the PCs move away from the collapsing ceilingwith all possible speed they can escape without

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damage, but PCs caught in the collapsing area mustmake a Reflex check (DC 13) or take 2d6 damageeach round they are in the collapsing area.

Assuming the PCs escape they have to findanother way out because the path they took on theway in is well and truly blocked.

^ ENCOUNTER 3bA Clutter of Spitter SpidersSpitter spiders are ubiquitous in the Council Ruin

in all areas except those protected by active secu-rity systems. Wandering into areas they use forhunting is relatively easy given the dark and maze-like nature of the Council Ruin. This encounter canoccur multiple times so changes to the tactics of thespitter spiders and the boxed text below is probablya good idea.

Read the following text aloud:

Since you've entered the Council Ruin, thescuttling noises of small animals have beennigh constant as the ruins seem to beinhabited by a legion of rodent-like crea-tures. As you progress down a hallwaytowards your destination you all suddenlyhear an animal crying in fear, followed by ahiss and a wet chomping noise thatsilences the cry of pain. All the other ani-mal noises are gone now, and it is evidentthat the cause is nearby.

The PCs have unwittingly walked into an areawhere a pack of spitter spiders have erected theirwebs. The PCs have managed to walk halfway intothe spitter spider hunting ground before its exis-tence became apparent, and now they are effective-ly surrounded. If the GM feels this is too arbitrary aset up, he could allow the PCs a Survival or Spotcheck (DC 20) to notice the signs of spitter spiderhabitation, allowing the PCs to avoid the area.

Once the PCs are in the area, eight spitter spi-ders swarm at them from the surrounding rooms inthe hopes of chasing the PCs into one of theirwebs. They will attack the PCs in an attempt toforce them to back up into a "web" (marked on themap), giving no thought to their own casualties orwounds. If the PCs do not leave the area within 10rounds, six more spitter spiders will arrive to inves-tigate all the noise.

If any PCs enter a 5 foot square with a spitter spi-der web, they must make a Balance check (DC 15)to avoid falling prone. Characters who fall pronetake 1d4 points of damage due to the many metalspikes the spitter spiders place in their webs.

If the PCs investigate the webs of the spitter spi-ders they find the remains of some relic hunters who

were previous victims. While most of their equip-ment has been destroyed by the spitter spider acid,a GP-02 gyro-jet pistol with 3 rounds of ammunitioncan be found with a Search check (DC 20).

^ NPCSSpitter Spider ^ CR 1

Small Vermin; HD 2d8; hp 9; Mas 11; Init +1;Spd 20 ft.; Defense 16, touch 12, flat-footed 15(+1 size, +1 Dex, +4 natural); BAB +1; Grap -4;Atk +1 melee (1d4-1, bite), +3 ranged touch(1d6 acid, spittle); Full Atk +1 melee (1d4-1,bite), +3 ranged touch (1d6 acid, spittle); FS 5ft. by 5 ft.; Reach 5 ft.; SQ acid spittle, immuneto mind affecting effects, prodigious leap, resist-ance to massive damage, tremorsense; ALnone; SV Fort +3, Ref +1, Will +1; AP 0; Rep+0; Str 9, Dex 13, Con 11, Int -, Wis 13, Cha 5.Skills: Hide +14, Jump +6, Move Silently +10,Spot +4.Feats: None.Advancement: 3-4 HD (Large), 5-8 HD(Medium).

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^ ENCOUNTER 3cSecurity SystemsAlmost all of the security systems in the Council

Ruin have failed due to damage or power loss, buta scant few remain. These were originally mostlynonlethal devices designed to protect governmen-tal employees and information against StarConfederation citizens who may have wished tocause trouble, but as the invasion loomed many ofthese systems were upgraded to lethal systems inthe eventuality that the Council Dome was pene-trated. The archaeologists rarely encounter themsince they stick mainly to the more commonly trav-eled areas near ground level. Now the PCs have todeal with one of the remaining security devices.The PCs may have this encounter multiple times,so changes in the specifics of the trap are probablya good idea.

Read the following text aloud:

Just ahead of you there is a section offloor that is unusually clean with no rubbleor animal droppings present. The onlything on the floor is carcass of somerodent-like creature that seems to havebeen cut in half, only a pile of dust lyingwhere its upper body should be. Similarpiles of dust lay around the cleared area. Asmall metallic bubble is visible in the ceil-ing, but its purpose is not easy to tell fromthis distance.

This trap consists of a concealed disintegratorrifle attached to a gravity sensor, a device thatsenses movement by detecting the minute changesin gravity caused by the approach of objects withmass, seeing through all types of cloaking shieldsor stealth technology. In the hallway the PCs are incurrently there is a 20 foot by 20 foot area that thegravity sensor works within, denoted by the cleanarea where everything within it has been blastedinto dust by the disintegrator rifle. Anything thatsteps in the affected area is attacked by the disinte-grator rifle, which has a +8 attack bonus and inflicts6d12 damage, Reflex save (DC 16) for half dam-age. The cannon fires on any target to enter thetrapped area repeatedly until the target leaves, isdestroyed, or the disintegrator rifle runs out ofpower. It currently has enough power for 7 shots.

Both the disintegrator rifle and the gravity sensorare built into a small metallic bubble in the middle ofthe trap area, making disabling the trap extremelydifficult to do without setting it off. Disabling this traprequires a Disable Device check (DC 30) and thecharacter making the check will probably suffer

from progress level penalties since it is a ProgressLevel 9 trap. The metallic bubble that houses thegravity sensor and disintegrator rifle has a hard-ness of 40 and 20 hit points.

If the PCs disable the trap they may try toremove the gravity sensor and disintegrator rifle,requiring a Repair check (DC 15) to do so withoutdamaging them. While neither device is currentlyuseable separately due to a lack of a means to dis-play information for the gravity sensor and a lack offire control for the disintegrator rifle, they may bothbe modified later to be useable or sold as relics.

Clever PCs may bypass the trap by throwinginanimate objects into the detection field until thedisintegrator charges are expended. Alternatively,the PCs may backtrack and try to find another path,adding an additional hour of exploration and anoth-er roll on the encounter table.

See APPENDIX D for more information on thegravity sensor and disintegrator rifle.

^ Encounter 3dUnstable AreaThere are many regions of the Council Ruin that

are unstable due to damage and structural fatigue.As the PCs wander through the ruins theyencounter one of these areas, and must be carefulto navigate it successfully.

Read the following text aloud:

The walls of the hallway you are walkingalong have fallen away from each otherahead, allowing the ceiling to bow anddroop. Cracks run throughout all the wallsand ceilings ahead, and little bits of dustand rubble fall from the ceiling with everyfootstep. Obviously the section ahead isunstable and in danger of collapsing. Youcan try to go around, but it will probablytake longer to find another path than torisk this section.

If the PCs choose to go around, they must makean additional Navigate check to reach their destina-tion, meaning at least another hour of wandering.

If they trudge forward, each PC must make aBalance check (DC 10) each round to avoid caus-ing a cave in. For each failed check all the charac-ters must make a Reflex save (DC 11) or take 1d6points of damage from falling debris. If a Balancecheck is failed by 5 or more points a larger collapseis triggered, inflicting 4d6 points of damage on allthe characters, Reflex save (DC 12) for half dam-age. If one of the characters tries to inspect theunstable area with a Craft (Structural) check (DC30

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10) he can find the strongest points and point themout, granting a +2 competence bonus to Balancechecks made to navigate the unstable area. Theunstable region is 60 feet long.

^ ENCOUNTER 3eVaasi WarhoundsThe vaasi hiding in the remains of the Council

Ruin mainly keep to the lower levels, except fortheir nighttime forays outside of the ruins, but theyallow the warhounds they keep to roam the ruins asthey wish. Most of the time the warhounds spendtheir days hunting spitter spiders and other crea-tures, but they are always on the lookout for some-thing that provides more sport. They have beenresponsible for a number of archaeologists andrelic hunters that have gone missing, as the vaasiwarhounds consider humans to be very entertain-ing prey. Several of the archaeologists have sur-vived warhound attacks, and while their reportshave not been thoroughly investigated they are oneof the main reasons the archaeologists do not ven-ture into the Council Ruin's lower levels or enter thestructure at all after dark.

Read the following text aloud:

As your trek through the dark and seem-ingly endless tunnels of the Council Ruincontinues, you begin to hear the sound ofwhat seem to be footfalls coming towardsyou, but their cadence is not that of a per-son. It takes a few seconds to recognizethem, but you then realize it sounds like aherd of animals, and that is when the hiss-ing starts. A mixture of what sounds like acrackling growl and a hiss can just beheard over the rising sound of runninganimals, just as the source of the soundrounds a corner ahead. Three six-leggedcreatures come into view, all covered inblack plates and having extremely sinisterfeatures. From their mouths massive fangsjut and thick saliva drips, making themappear as devil dogs in the shadow-filledcorridor of the Council Ruins. They lowertheir heads and prepare to charge, lookingto make you their next meal.

These three vaasi warhounds scented the PCstraveling through the Council Ruin and have decid-ed to make a meal of them. The warhounds willcharge the PCs and fight until the death. If the vaasi

menace has remained a secret in your campaign,this may well be their first encounter with the vaasi,which do not seem to be related to any other crea-ture seen thus far on Eos. The carcasses woulddoubtlessly be valuable to a xenobiologist if thePCs could get them out of the Council Ruin, but thewarhounds each weigh around 100 pounds, mak-ing transporting them difficult. Confirmation of theexistence of darklings may be an important eventfor the PCs, but in light of what is to come it is notthat earth shattering. If the PCs have encounteredvaasi before, warhounds are probably old hat.

^ NPCSVaasi Warhound ^ CR 3

Small aberration; HD 3d8+6; hp 19; MAS 17;Init +7; Spd 40 ft.; Defense 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size); BAB+2; Grap -1; Atk +4 melee (1d6+1, bite); Full Atk+4 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach5 ft.; SQ; blindsight 60 ft., improved low-lightvision, increased massive damage threshold,light sensitivity, vaasi servitor; AL vaasi; SV Fort+3, Ref +4, Will +5; AP 0; Rep +0; Str 13, Dex17, Con 14, Int 5, Wis 14, Cha 6.Skills: Hide +7, Jump +9, Listen +3, MoveSilently +9.Feats: Improved Initiative.Advancement: 4-9 HD (Medium).

^ ENCOUNTER 3fRelic?While few relics have been found by the archae-

ologists working around the Council Ruin, that doesnot mean they are not present. The archaeologistsand relic hunters that enter the Council Ruin tend tosearch the same areas, with few going deep intothe bowels of the Council Ruin as the PCs are. Ifthe GM does not want the PCs getting their handson a relic, he should skip this encounter and roll adifferent encounter from the chart in ENCOUNTER 3.

On the other hand, if the PCs have taken a lot ofdamage during the adventure, the GM may want toadd a second device.

Read the following text aloud:

One rubble-strewn passageway is startingto look like all the others in the depths ofthe Council Ruin, but then some glintingreflective metal on the floor catches youreye. A small section of metal juts out froma pile of rubble, and the metal is remark-able shiny compared to the other materialsyou have seen through your trip in theCouncil Ruin.

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Removing the rubble from the object requires aStrength check (DC 12), and a successful checkreveals a silvery-metallic device that looks like across between a splint and a harness. This deviceis a nanite emergency medical kit once common inthe Star Confederation medical service, and iscapable of amazing feats of healing in very shortperiods of time. The device's silvery surface is dueto the millions of nanites that cover it, all of whichare currently dormant and are locked to the nanitemed-kit's surface. When the harness is placed on aliving being and activated the nanites spreadacross the target and heal any injuries found. SeeAPPENDIX D for more information on the naniteemergency medical kit.

^̂ EEN C O U N T E R 44TThhee TThhrreesshhoolldd ttoo HHiissttoorryyFinished with their wanderings through the

Council Ruin, the PCs reach the area they are look-ing for. The PCs have reached the periphery of thelast security perimeter guarding the artificial singu-larity, but this also puts them deep into vaasi territo-ry. Read the following text aloud to the PCs:

The hallways you are in currently seem tobe some of the lowest so far, if not the low-est in the Council Ruin. The air is cool andmotionless, with noises echoing from whatmay be the next corridor or halfway acrossthe structure. You have passed severallarge security doors, broken weaponemplacements, and other security devicesin the last few minutes that seem to havebeen disabled or destroyed long ago.Whatever is down here, someone didn'twant anyone getting to it.

For the first time in hours there is a lightsource other than yours up ahead. As youcome to an intersection of four tunnels,you see a number of banks of blindinglybright lights to your right. After your eyesadjust you can see what appear to be sev-eral automated weapon systems activatenear the lights. A number of impressivelooking weapons held by robotic armaturespop out of the walls. You then hear a hiss-ing sound coming from behind you, fromthe corridor to your left, and from the cor-ridor directly ahead. Down these other cor-ridors you can see dark, sinister shapesmoving just out of the light. As you consid-

er your options the automated securitysystems opens fire, blasting the creaturesthat are down the tunnel to your left.

The PCs are caught in a four way intersectionwith vaasi down three of the corridors, includingbehind them, and the security systems protectingthe artificial singularity ahead of them. All the corri-dors are 20 feet wide and the vaasi begin 60 feetdown each corridor from the intersection. The auto-mated guns are 40 feet from the intersection.

The vaasi will try to attack the PCs, while thesecurity systems will attack the vaasi, leaving thePCs alone. If the PCs remain in the corridor theyare likely to eventually be overwhelmed by thevaasi, since the security systems cannot shootdown the side passages, but if they run for coverbehind the security systems they will be safe. If thePCs do not figure this out, Watchman 3 from thenext encounter may appear in hologram formbehind the security systems and attempt to getthem to come into his chambers for safety. Thebright lights in Watchman 3's chamber that are illu-minating the passages beyond are bright enough toactivate the Light Sensitivity species trait of thevaasi in the region around the intersection.

^ THE LAST BASTIONThis is the heart of the security system for the

Council Ruin and while the vaasi have managed todisable most of the security systems in the regionover the years, these last automated guns and afew other devices remain. There are six automateddisintegrator rifles held by robotic arms built into thesides of the passage ahead, all of which have a +12attack bonus and 295 shots in their shared energybank. Each automated gun has a Defense of 22(+10 armor, +2 Dex), a hardness of 30, and 20 hitpoints. There were once a number of plasmasprayers, grenade launchers, and other weapons,but these have run out of ammunition or beendestroyed. The disintegrator rifles attack any vaasithat comes into their gravity sensor range, which is100 ft. Normally, Watchman 3 only keeps one ofthese weapons online at a time to save power.

Behind the guns is a force field barrier sealing offWatchman 3's control room and the storage roomfor the artificial singularity. This force field effective-ly has a hardness of 50, making it unlikely that any-thing will penetrate it, but only has power for anoth-er hour of operation. Watchman 3 will lower theforce field to allow the PCs to enter the room.

These weapons only fire on vaasi, though theywill fire at vaasi behind the PCs, possibly causingconcern among the PCs. Once these weapons runout of ammunition they retract into their wall mountsand the vaasi will be able to advance to the forcefield, which will eventually collapse.

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^ THE VAASIThe vaasi surrounding the PCs are vaasi sol-

diers who have been directed by one of the truevaasi hiding in the depths of the Council Ruin tokeep an eye on the area. One of them has goneback to warn his fellows that some intruders havearrived. The others seek to incapacitate thoseintruders while avoiding the automated disintegra-tor rifles. There are two vaasi soldiers down each ofthe hallways and they will try to run across the fieldof fire of the disintegrator guns to get the PCs ifnecessary. The vaasi will fight until they are slain,knowing that to flee will only mean they will end upas their master's dinner. They will not attempt to fol-low the PCs into Watchman 3's chamber.

Vaasi Soldier ^ CR 4Medium aberration; HD 3d8+9; hp 21; MAS 19;Init +2; Spd 30 ft.; Defense 19, touch 12, flat-footed 17 (+2 Dex, +5 natural, +2 armor); BAB+2; Grap +4; Atk +4 melee (1d6+2/19-20,machete) or +4 ranged (1d10/19-20, crossbow);Full Atk +4 melee (1d6+2/19-20, machete) or +4ranged (1d10/19-20, crossbow); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ improved low-light vision,increased massive damage threshold, light sen-sitivity, vaasi servitor; AL vaasi; SV Fort +4, Ref+4, Will +3; AP 0; Rep +0; Str 15, Dex 15, Con16, Int 9, Wis 10, Cha 8.Skills: Hide +5, Move Silently +5, Spot +3,Survival +4.Feats: Archaic Weapon Proficiency, ArmorProficiency (Light), Armor Proficiency (Medium),Simple Weapon Proficiency.Equipment: Machete, leather armor, crossbow,23 bolts.

^̂ EEN C O U N T E R 55HHiissttoorryy LLeessssoonnssThe PCs have now reached the last haven of

Watchman 3, the artificial intelligence entity createdby the Star Confederation to watch over and protectthe artificial singularity. More information on artifi-cial intelligence entities can be found in AppendixC. Watchman 3 is an amazingly complex computerprogram that mimics the behavior of living beingsso effectively it too seems alive. It was created toguard the artificial singularity and to make sure thatany who came looking for it know just how danger-ous it is. Considering its defenses are on the vergeof failing, Watchman 3 is looking for way to get theartificial singularity out of the Council Ruin so thevaasi do not get it. Watchman 3 works from theassumption that anyone getting the artificial singu-larity would be better than the vaasi getting it.

When the PCs enter Watchman 3's abode, readthe following text aloud:

The room beyond the automated weapons islarge and circular, though one quarter of thecircle seems to have been separated off intoanother room which can be accessed by asingle door. Unlike most of the Council Ruin,this room seems to be in relatively goodrepair, though dust and debris has accumu-lated on some of its surfaces. The structureseems very sound and the walls are all whiteor gray in color, which combined with thestrong illumination in the room makes itseem far more inviting than the other placesyou've been for the last few hours. The lightsin the room, most of which are on the ceiling,though some are on the walls, are painfullybright and difficult to look at. They do notseem to be raising the temperature in theroom, which is just as cool as the hallway youjust left. The floor of this circular room hasfew piles of debris, metal scraps, and evenwhat seem to be some damaged robots andother devices scattered across it. None ofthe dust or debris appears to have been dis-turbed recently and there are no footprintsor other signs of activity. The walls are cov-ered in what appear to be computer screens,most of which are not active. Behind you, thedoorway you just came through seals overwith some sort of translucent energy field asthe automated energy guns continue firingoccasionally at whatever those creatures are.

Standing in the center of the room is atranslucent humanoid figure with its armshanging down by its side. You can see thewalls behind the figure clearly through itsbody; it seems to be a hologram or otherform of projection. The figure has analmost featureless humanoid face, havingtwo eyes, two ears, a nose, and a mouth butlittle else on its bland gray face. As youwatch its features change to what appearsto be some sort of weird conglomeration ofyour group's facial features. The projec-tion begins talking, but it is not a languageyou are familiar with.

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Watchman 3 wishes to communicate to the PCswhat the artificial singularity is, why they need tokeep it away from the vaasi, how dire the situationis, and how they can escape the predicament theyare now in. The language the projection is speakingis Unispeak, the common tongue of the StarConfederation, but unless the PCs speak it they areprobably out of luck. Smart Heroes using theLinguist talent must do so against DC 20 to under-stand Watchman 3, and the UniversalCommunication Charismatic Hero talent does nothelp in understanding unknown languages.Watchman 3 has the Linguist talent, which he mayuse to get certain simple keywords across to thePCs, but the talent does not have the capacity tocommunicate the complex information he is tryingto relate.

If the PCs are able to understand Unispeak,Watchman 3 will simply tell them the history of theartificial singularity and that it must be removedfrom the Council Ruin so the vaasi do not get it.Watchman 3 does learn quickly and for everyminute it spends listening to the PCs he learns onecommonly used word in whatever language theyare speaking, so that toward the end of their timebefore the vaasi charge it may be able to communi-cate basic ideas to them.

More than likely, the PCs will have to play agame of charades with Watchman 3 to learn what itis trying to tell them. Luckily, it has a hologram pro-jector that can display almost anything. After tryingspoken language it will quickly resort to usingimages through its hologram projector.

Read the following text aloud:

After spewing forth a string of soundsthat you're pretty sure is a language, thehologram changes its expression to one ofexaggerated frustration, and thenappears to think for a few seconds. Theimage then disappears, but in its placeappears an image of a star, translucent inthe same fashion as the image was. Thestar seems to be floating in space as theimage backs up, but there is no stellar sys-tem present. The star then begins tochange color and suddenly explodes; in itsplace a circular black void forms andbegins pulling in gases left over from thestar, but the void does not seem to move orgrow, instead staying perfectly still. It isthe truest black you have ever seen.

The void is then grasped by a massiveclawed hand. The image pulls back further

to reveal that it is connected to a largerversion of one of those creatures outside.The massive, six limbed insectoid creaturethen builds a tubular device at which thevoid is placed at one end. This device isthen shown floating in space near a star;the star suddenly begins to collapse whilethe device begins to glow brightly, turningits bulk towards you.

As the device turns, what appears to bepart of the star trapped behind energyfields within the device comes into view.Spaceships, all massive black and gray ves-sels miles in length and covered in all man-ner of spikes and struts, then dock withthe device, and as they do they glow withpower as the star fragment grows dim.After a number of ships are powered upthusly, they all leave via a gateway like theone the Dawning Star used to reach Eos,only created by the tubular device. Thestar explodes seconds after they leave, theplanetary system around it being burnedto cinders in the process. The image sud-denly zooms in on one of these worlds anddozens of large cities are evidently spreadacross its surface, but they are all wipedclean by the dying star's energy.

The image flickers as the automatedweapons begin another heavy volley of firetowards the creatures in the hall, whichseem to be making a concerted effort tobypass them. Rocks, arrows, and even somebullets fly down the corridor and bounceoff the energy field blocking the doorway,which shudders slightly with each hit.

The tubular device returns to the image asit lines up on another star surrounded bya fleet of dark and angular ships.Suddenly a dozens of smaller steel and sil-ver ships exit out of a gateway that formsnearby, swarming the device and eventual-ly towing it through a second gatewaybefore the dark ships are able to stopthem. The tubular device is then shown inorbit above a planet that whose surface is34

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covered in the greens and blues of a livingworld. The device is cut into smaller pieces,each of which is whisked away by a smallship. The final pieces, an odd machine cov-ered in what look to be radar dishes and asmall gray box, are flown down to the plan-et. While the ship carrying the radar dishgoes south, the other ship carries the graybox to what appears to be the Council Ruin.

The image then goes blank for a few sec-onds, after which the gray box reappears.The lid opens, revealing the void of pureblack from before, contained within the box.

Suddenly the room is quiet as the energyweapons in the hall stop firing. As you lookover to the entrance to this room all of theguns are retracted into the walls and thecreatures are charging down the hall. Withinseconds they are beating on the energyfield, and with each punch it seems to getweaker. The lights in the room begin to dim.

The humanoid image returns, now moretranslucent and appearing to grow weaker.It points at the other door in the room thatleads into to the walled off portion of thecircle. That door opens, and beyond is thegray box from the image sitting on a raisedpedestal.

He points again as a secret door thatopens in one of the circular wall of theroom you are in now, revealing what looksto be a shaft leading up. He points at thebox, then at the shaft, and does so repeat-edly with increasing speed.

Watchman 3 wants the PCs to grab the box con-taining the artificial singularity and get the heck outof there before the force field fails. If they don't getthe clue he will do more and more complex pan-tomime efforts to demonstrate what they should do.The force field guarding the chamber only has tenminutes left on it, so the PCs have some time, butif they mess around they should be penalized inlater encounters since they have reduced their leadover the vaasi.

When the PCs go to pick up the box containingthe artificial singularity, read the following text:

The room that makes up the sealed offquarter of the larger circular chamber iscovered in gray wall plating of an unknownmaterial. The only thing that stands out inthe room is the raised pedestal the graybox from the images sits on, occupying thecenter of the room. The box is little morethan three feet long, two feet wide, and twofeet tall, and has several handholds builtinto its structure. Text in an unknown lan-guage wraps around the pedestal.

The text is Unispeak and is a warning about whatis in the box. It says "This box contains an artificialsingularity in a dimensional pocket. Use all possiblecaution." If a character wishes to try and read it usinga Decipher Script check (DC 35) he may, but takinglong in doing so is going to prompt more silentencouragement from Watchman 3 to get moving.

Assuming the PCs pick up the box and carry it tothe shaft, read the following text aloud:

As you enter the main portion of the circu-lar room holding the box, the creaturesbeating on the energy field that keepsthem outside strike the shield with greaterforce and frequency. The hologram pointsat the door leading to the shaft up. As youenter the shaft the door closes behind youand the floor begins to glow. Suddenly youall begin to rise up the shaft, but there isno floor beneath you. All of you float upthe shaft at what must be hundreds of feetper second, stopping only seconds laterwith a slight jolt to find yourselves stand-ing on top of the Council Ruin, fifteen hun-dred feet in the air. Next to you a largepanel has opened, revealing what appearsto be a launching pad for an aircraft orspaceship. The small white and gray shipyou saw bringing the box to the CouncilRuin in the image is located here, but itappears to have suffered severe damageat some point in the past and now lookscompletely nonfunctional. Looks like youmight have to get down the hard way.

The PCs are now standing on top of the CouncilRuin, having used the emergency escape force

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field elevator that was intended to evacuate the arti-ficial singularity in case of attack, but when the finalattack came it was decided it was safer where itwas. Unfortunately, the escape ship was ransackedby the vaasi during their assault on the CouncilRuin, and it is now little more than a junk pile.Luckily for the PCs, the slant of the Council Ruin isvery slight until the edge, where getting down willbecome much more interesting.

^ NPCSWatchman 3

An artificial intelligence entity created by the StarConfederation, Watchman 3 was originallydesigned to oversee the security systems of theCouncil Dome. As the war continued he was reas-signed specifically to guard the artificial singularityfrom the vaasi using the security systems within theCouncil Dome. He was originally assigned a num-ber of service and repair robots to keep the securi-ty systems functional, but eventually these robotsbroke down and the security systems soon followeduntil only the automated guns and the force field thePCs see remains. The data crystal holdingWatchman 3's programming is hidden in the wallsof the room he inhabits and difficult to remove, sohe cannot be easily shut off.

Watchman 3 (Smart Hero 5/Dedicated Hero 5) ^ CR 14

Tiny Construct; HD 4d6; hp 14; Mas -; Init +0;Spd -; Defense +5, touch -, flat-footed -; BAB+5; Grap -; Atk -; Full Atk -; FS -; Reach -; SQAdvancement, backup, behavioral controls, datacrystal, mental power, non-physical existence,robot upgrades, transmission travel; AL StarConfederation; SV Fort +4, Ref +2, Will +11; AP7; Rep +1; Str -, Dex -, Con -, Int 28, Wis 16,Cha 14.Progress Level Familiarity: 9Skills: Computer Use +24, Craft (Electrical)+15, Craft (Mechanical) +16, Craft(Pharmaceutical) +15, Craft (Structural) +14,Decipher Script +18, Demolitions +18, Forgery+18, Investigate +26, Knowledge (Civics) +16,Knowledge (History) +25, Knowledge(Technology) +26, Knowledge (Tactics) +33,Listen +13, Navigate +16, Read/WriteLanguage (7 of choice plus Unispeak), Repair+21, Research +20, Search +19, Sense Motive+5, Speak Language (7 of choice plusUnispeak), Spot +13, Treat Injury +11.Talents: Aware, Empathy, Linguist, Savant(Computer Use), Savant (Knowledge (Tactics)).Skill Emphasis (Knowledge (Tactics))Feats: Alertness, Attentive, Educated,Gearhead, Iron Will, Low Profile, Meticulous,Simple Weapons Proficiency, Studious.

^̂ CCHHAAPPTTEERR 44:: GGEETTTTIINNGG OOUUTT •• •• ••The PCs are now on the roof of the Council Ruin

and need to get down while carrying the artificialsingularity. Once down, they have another run-inwith the Black Wheel Gang, but in the middle oftheir confrontation the vaasi swarm up from below,encouraging the PCs to run for Dirtdigger Town. Inthe compound the PCs and archaeologists preparefor a final showdown against the vaasi now risingup from the Council Ruin.

^̂ EEN C O U N T E R 11 GGeetttt iinngg DDoowwnnAt the end of the last chapter, the PCs were on

top of the Council Ruin, fifteen hundred feet aboveground and 5 miles from the edge. Next to them is aruined Star Confederation spacecraft that wasmeant as an escape vehicle but is now little morethan junk. It should be night by this time (assumingthe PCs went into the ruins in the morning or after-noon and stayed inside long enough for night to fall).

Read the following text aloud to the PCs:

The view from this height is truly impres-sive and you suspect you can see at leastthirty miles in every direction. Flocks ofbluehook birds can be seen taking to wingin the distance, looking little differentfrom clouds from this distance. While thenight sky looks calm and peaceful, thewinds on the top of the Council Ruin areanything but. It whips through yourclothes and makes it difficult to standwithout leaning into it. While it is not coldenough to pose a serous threat, this loca-tion is not particularly pleasant and thewrecked spaceship offers little hope ofcomfort since it is barely more than twistedwreckage. From here you can see the glowof the archaeologists' compound, illuminat-ed by a number of exterior lights, thoughthere is no other sign of activity for miles.

The top of the Council Ruin curves onlyslightly, making it easy to walk on. It is fivemiles to the closest edge, and while thevery top may be relatively level you willneed to exercise more caution at the edgesof the dome, which are much steeper.

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If the PCs inspect the spaceship they can seethere is no way it is flying again without a completeoverhaul. Its once advanced systems are nowhome to rodents and there is little of value to sal-vage. Likewise the shaft they came up throughseems to have no means of getting back downshort of rappelling several thousand feet straightdown. The best method of getting down seems tobe walking, which is easy for the first four and a halfmiles. The last half mile grows more difficult as theincline becomes more steep, limiting the PCs tohalf movement without making a Climb or Balancecheck (DC 5) to keep from sliding down. If a PChurries and fails their Climb or Balance check theybegin sliding and must make a Climb or Balancecheck every round to stop themselves. If they donot stop by the steep part of the Council Ruin theywill fall over the edge, which is a 100 foot drop.

The last one hundred feet are the only really dan-gerous part as the incline is steep enough to requireClimb checks to get down. The characters cananchor a rope in one of the cracks in the structure, butthey will probably not be getting that rope back after-ward. The climb down is a distance of 100 feet, andrequires a Climb check (DC 25, or 10 with a rope).

It is assumed that the PCs will take roughly twohours to cover the five miles involved in getting off theCouncil Ruin. Three hours after they reach the roofDirtdigger Town will be attacked (see ENCOUNTER 3).

The PCs can head any direction from their start-ing point on the top of the Council Ruin, though themost likely directions are either to Dirtdigger Town,or their vehicle if they parked it somewhere else. Ifthe PCs go in either direction, they will run into theBlack Wheel Gang at the bottom of the CouncilRuin. If they go to some other random location, theyavoid the Black Wheel Gang.

^̂ EEnnccoouunntteerr 22UUnneexxppeecctteedd RReeuunniioonnAfter their last encounter with the PCs, the Black

Wheel Gang decided to wait outside the ruin toambush the PCs as they came back out. Thus theyhave either been waiting at the entrance to theruins closest to Dirtdigger Town or to the PCs' vehi-cle, depending on how the PCs entered the CouncilRuin. Unfortunately for the Black Wheel Gang thevaasi are now going on a rampage since the PCsescaped and will soon be coming up from below inlarge numbers, but a group of warhounds hasalready reached the surface and is stalking theBlack Wheel Gang when they encounter the PCs.

If the PCs entered from near Dirtdigger town,read the following text aloud.

As your last comrade climbs down from thetop of the Council Ruin nothing but a fewhundred yards of open ground separatesyou from Dirtdigger Town. As you set off,carrying the gray box along with you, youhear the click of a gun safety come from acrack in the ruins behind you. A number ofhumanoid shapes lurk in the edges ofshadows, the front one being a tall manwith dark features carrying a large,antique pistol. "Hand it over," he says, ges-turing toward the box with his other hand.Suddenly from behind the humans youhear a low growling hiss and several foot-falls. The ambushers turn around to face anumber of six legged, black plated dogs, allof which seem to be overjoyed with the newplaythings they've found.

If the PCs came down near their vehicle read thefollowing text aloud:

Finally you land on the ground after yourtrek across the roof of the Council Ruin,your transportation home only a short dis-tance away. You all get several paces awayfrom the wall of the Council Ruin when youhear someone clear their throat behindyou. Looking through the hole that youused to enter the Council Ruins you seeseveral humanoid figures step out of theshadows, led by a tall man with dark fea-tures carrying a large antique pistol."Hand it over," he says, pointing at thegray box. Suddenly a growling hiss comesfrom deeper in the Council Ruin and all thenewcomers spin around, turning to face apack of six legged dog-like creatures cov-ered in black plates. And then everythingis gunfire and screams.

The vaasi are trying to catch the PCs before theyget too far away from the Council Ruin, meaning allthe vaasi in the lower depths of the Council Ruin arenow running to the surface and are going to fan outover the surrounding area for the next few hours.The main force will arrive three hours after the PCsescaped with the artificial singularity. Until then thePCs will have to deal with packs of 3-6 warhounds,

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like this one, which have arrived sooner due to theirfaster movement. Only warhounds and soldiers willattack the PCs during this offensive, the true vaasihanging back until they get a real evaluation of thecombat capabilities of the humans.

In both cases described above, there are 4warhounds bent on attacking the PCs to get theartificial singularity, but the Black Wheel Gang isbetween them and the PCs. If the PCs run thewarhounds will probably have their hands busy get-ting through the Black Wheel Gang, allowing thePCs to escape as the Black Wheel Gang either suf-fers serious casualties or is eliminated entirely.Once the PCs leave the scene their survival isunimportant, though they may make good recurringvillains later in your campaign.

If the PCs stand and fight the Black Wheel Gangwill actually work with them, all thoughts of profitovershadowed by those of survival. Assuming thePCs actually help the Black Wheel Gang survivethis attack, such as killing the warhounds or lettingthe Black Wheel Gang into their vehicle, they willhave gained allies for the duration of this adven-ture. If the Black Wheel Gang survives thisencounter and the PCs continue to Dirtdigger Townthey will take part in the defense of the settlementto the best of their ability.

^ FLEEINGIf the PCs come down from the top of the Council

Ruin near their vehicle instead of near DirtdiggerTown, they can choose to flee the region immedi-ately. If this happens they manage to avoid the finalencounter and are considered to finish the adven-ture. However if they do this Dirtdigger Town isdestroyed and everyone in it, along with the BlackWheel Gang if the PCs do not save them, are killedby the vaasi rampage. Go to CHAPTER 5.

^̂ EEN C O U N T E R 33FFiinnaall BBaatttt lleeIf the PCs have gone to Dirtdigger Town after

leaving the Council Ruin they have this encounter.If the PCs just flee the area they may go straight onto the next chapter.

If the PCs approach Dirtdigger Town and they vis-ited earlier or have a permit they will be allowedinside, though if the Black Wheel Gang is in tow theywill be asked questions about the Black Wheel Gang.

If they do not have a permit they will be ques-tioned outside the gate and the artificial singularityinspected before they are allowed inside. The inhab-itants of Dirtdigger Town have seen severalwarhounds wandering around near the Council Ruinso they are willing to let some individuals of ques-tionable character in this evening since there seemto be monsters about. If the PCs are at all belliger-ent though they will be asked to leave at gunpoint.

Dr. Burkett will speak to the PCs immediately,saying for the last few minutes they've seen a lot ofdog-like creatures running around near the ruinsthat fit the description of some of the creatures thathave attacked the archaeologists in the depths ofthe Council Ruin. Dr. Burkett has ordered everyoneto their posts and all defenses prepared, fearingsome sort of xenomorph attack. He'll want to hearwhat the PCs have been up to and what the graybox they are carrying is, and will demand somedetails if they wish to stay in the compound. If theyhave a permit he will not try and take the box fromthem, but he wants to make sure it's not dangerous.

Three hours after the PCs flee Watchman 3'sroom the full vaasi assault begins. Assuming it tooktwo hours for the PCs to get down from the roof andto Dirtdigger Town; they have an hour to preparebefore the danger arrives.

Read the following text aloud:

Suddenly from the watch tower on top ofthe supply shed at the center of the com-pound a cry of alarm is sounded as the EDFsoldier on duty points toward the closestwall of the Council Ruin. While details arehard to make out, what looks like a smallarmy of black-plated six legged beings, bothupright and running on all their legs, isexiting the Council Ruin. Around the out-skirts of the groups the six-legged dogcreatures you encountered earlier run,obviously excited. As the main force movescloser to Dirtdigger they fan out into a longline two ranks deep, all brandishing a varieyof simple weapons. As one they let out oneterrible cry, and then begin charging thecompound.

The vaasi are not sure the artificial singularity isin the compound, but it's their best bet. There aretwenty vaasi soldiers and ten warhounds chargingthe compound, beginning at a distance of six hun-dred feet. The warhounds will run at maximumspeed until they reach the wall and will then try toclimb over and kill everyone inside. The soldiers willrun until they reach 120 feet from the wall, whenhalf of them will continue running to the wall whilethe other half open fire with their crossbows, takinga move action each round to close with the com-pound and spending their standard action reloadingor firing their crossbows. The goal of the soldiers isto get the gate open. The vaasi retreat as soon astwenty of their number are killed.

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This final encounter affords an opportunity to runa massive set piece that will serve as an epic intro-duction to the vaasi threat. When running this bat-tle each player should be given control of 3-4 sol-diers and 1-2 archaeologists, while another playercontrols the Black Wheel Gang and Dr. Burkett (inaddition to running their own PC of course). Thesoldiers will fight to the last man, but each time anarchaeologist is killed the players controllingarchaeologists should roll a Will save (DC 10+1 perarchaeologist killed) to keep their archaeologistsfrom becoming shaken. Dr. Burkett and the BlackWheel Gang will fight until the end since there is nopromising route of escape. The PCs must fight offor escape from this horde if they wish to live. Evenwith the PCs' G-3 and the two G-3s in the com-pound, they do not have enough room to get every-one out, and more than likely by the time everyonewas onboard the vaasi would be at the gate. It is upto the PCs to devise a plan to defeat this horde.

^ POSSIBLE ACTIONSCalling for Help

Anyone in the compound can use the radio tocall for help, which will be answered by RangerReyes. She is relatively close by and will arrive inten minutes with her four militia soldiers in tow.Being stuck outside the compound may limit theireffectiveness, although on their scout bikes theyare far more maneuverable than the vaasi. She willrelay the request to Dawning Star City, and full mil-itary support in the form of two Dromedary AirCargo Haulers carrying 16 soldiers each will arrivein one hour, along with four Myrmidon VectoredThrust Assault Craft for further air support.Extensive ground support, including Basil APCs,will take many hours to arrive. If the PCs can lastuntil help arrives, the soldiers will drive off the vaasi.If the PCs do not manage to get a distress signaloff, no help will come for sixteen days when thenext convoy arrives.

Moving the MachinegunsThe EDF-2 machine guns on the rear of the com-

pound may be moved to other positions. Eachmachine gun is on a collapsible tripod that requirestwo full round actions to take down and set up. Themachine guns, tripods, and ammunition togetherweigh 70 pounds.

Running for ItIt will require five rounds to get each of the G-3

vehicles loaded up with people, several of whomwill have to ride in the cargo areas of the vehicles.Also the gate must be opened, which can only bedone from outside the G-3s. Managing an escapewill be extremely difficult to pull off.

ExplosivesIf the PCs think to ask, the archaeologists have a

limited number of explosive charges they brought toclear rubble, but which have proved useless as theyeither cause no damage or create large cave-ins.These explosive charges are essentially bars ofC4/Semtex, as described in the D20 MODERN Role-playing game. A Demolitions check (DC 5) can equipthem with short timers, making them suitable forthrowing, or the PCs may think up other uses for them.

^ VICTORYIf the PCs and their allies kill twenty of the vaasi,

either warhounds or soldiers, the rest retreat andscatter into the plains, hoping to reach safe havenbefore daylight. If Ranger Reyes has been contact-ed she will see about arranging a posse to trackthem down, which the PCs will be invited on. Forthe time being, the vaasi threat has been beatenback, but that will not last long.

^ NPCSVaasi Soldier ^ CR 4

Medium aberration; HD 3d8+9; hp 21; MAS 19;Init +2; Spd 30 ft.; Defense 19, touch 12, flat-footed 17 (+2 Dex, +5 natural, +2 armor); BAB+2; Grap +4; Atk +4 melee (1d6+2/19-20,machete) or +4 ranged (1d10/19-20, crossbow);Full Atk +4 melee (1d6+2/19-20, machete) or +4ranged (1d10/19-20, crossbow); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ improved low-light vision,increased massive damage threshold, light sen-sitivity, vaasi servitor; AL vaasi; SV Fort +4, Ref+4, Will +3; AP 0; Rep +0; Str 15, Dex 15, Con16, Int 9, Wis 10, Cha 8.Skills: Hide +5, Move Silently +5, Spot +3,Survival +4.Feats: Archaic Weapon Proficiency, ArmorProficiency (Light), Armor Proficiency (Medium),Simple Weapon Proficiency.Equipment: Machete, leather armor, crossbow,23 bolts.

Vaasi Warhound ^ CR 3Small aberration; HD 3d8+6; hp 19; MAS 17;Init +7; Spd 40 ft.; Defense 19, touch 14, flat-footed 16 (+3 Dex, +5 natural, +1 size); BAB+2; Grap -1; Atk +4 melee (1d6+1, bite); Full Atk+4 melee (1d6+1, bite); FS 5 ft. by 5 ft.; Reach5 ft.; SQ; blindsight 60 ft., improved low-lightvision, increased massive damage threshold,light sensitivity, vaasi servitor; AL vaasi; SV Fort+3, Ref +4, Will +5; AP 0; Rep +0; Str 13, Dex17, Con 14, Int 5, Wis 14, Cha 6.Skills: Hide +7, Jump +9, Listen +3, MoveSilently +9.Feats: Improved Initiative.Advancement: 4-9 HD (Medium).

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CCHHAAPPTTEERR 55:: WWRRAAPP UUPP •• •• ••Regardless of whether they took part in the bat-

tle for Dirtdigger Town or simply fled into the dark-ness, if they lived the PCs are more than likelyreturning to civilization with the artificial singularityin tow. The following sections below provide guide-lines for how the PCs make out from this venture,and how Eos is changed by it.

^ THE DAWNING STAR REPUBLICIf the PCs were working for the Dawning Star

Republic and return the artificial singularity toAssistant Director Williams in Dawning Star City, orjust give it to Dr. Burkett, it will be transported to theDepartment of Science for study. The PCs willreceive their payment in full and a commendationfrom the Department of Science for their efforts.They will gain a +2 bonus to Reputation checkswhen dealing with members of the Department ofScience. They will also be informed of the results ofthe Department of Science's research efforts, whichwill take many years to produce results due to theirlack of knowledge of inter-dimensional physics.Still, it is the most important scientific discovery ofthe last fifty years and may very well be namedafter one of the PCs. The PCs will not be allowed topartake in the research unless they are part of theDepartment of Science and have appropriate skills;otherwise they will be told "top men" are working onit. Its existence will be a closely guarded secretsince the singularity would destroy Eos if released,making it the most powerful weapon in existence.The players will be paid, congratulated, and keptapprised, but must never speak to anyone about it.If they go public with their knowledge they will facebeing publicly disavowed, embarrassed, and evencharged with treason if they push the matter.

If some other group gets the artificial singularityand the Dawning Star Republic finds out, they willbe very concerned and give serious thought to mili-tary action to attain it. PCs that are known to havegiven the artificial singularity to some other factionwill be treated with suspicion by the Republic, if notarrested outright. They are not comfortable withsuch a powerful device being in the hands of others.

The information concerning the history of theartificial singularity will be of great interest to theDepartments of History and Science, and will beanalyzed and studied for years to come. The infor-mation will not be released to the public for severalyears in order to avoid panic regarding the singular-ity and the alien threat that may exist on Eos, andPCs who ignore this may face legal difficulties with-in the Republic.

^ THE FACTION-CAMPSIf the PCs were hired by the faction-camps the

handoff to Maria Caias goes off without a hitch, andthe PCs get paid in full. Any double cross will be

met with lethal force later as the faction-camps willsend numerous squads of thieves and assassins toretrieve the artificial singularity and will not rest untilthey have it. The faction-camps will completelycover up the existence of the artificial singularity,not even acknowledging its existence to the PCs. Itwill be transported to Roger's Point where the bestscientists in the faction-camps will try and find a usefor it, which will likely take decades.

The EFL is not looking to use the device as aweapon, since that would be suicidal, but perhapsas a power source or as a means to open their owngateways. The PCs will not be privy to any part ofthis process, and if they become too pushy to beinvolved they may be eliminated. The faction-campswant to keep the fact they have the artificial singu-larity completely secret, and are willing to kill to doit. They are less interested in the historical informa-tion gained, recording it but doing little with it.

^ MAXIMILLIAN DAGOSIf the PCs were hired by Maximillian Dagos the

day after they leave the ruins they are approachedby four men in business suits who demand the arti-ficial singularity, an event that happens regardlessof location. If the PCs are in the wilderness the menare flown in by a Dromedary Air Cargo vehicle; ifthe PCs are in an urban environment theyapproach on foot. The men are agents ofMaximillian Dagos and have tracked the PCs downusing any of the dozens of tracking devices put onthe equipment the PCs were given. Only if the PCsleave behind every piece of equipment from the G-3 can they avoid this.

If the PCs hand over the artificial singularity theywill be paid by the four men in suits as the singular-ity is whisked away to Maximillian Dagos's space-ship in orbit. If they refuse the men will not resort toviolence immediately, but agents of Dagos willattempt to steal the item and punish them for theircrooked dealing in the near future.

If the PCs pass along the historical information toMaximillian Dagos, he will be very interested in it,particularly the possibility of an interplanetaryspace nation. He will step up his efforts to exploreother worlds, possibly bringing the PCs in on theeffort if they proved themselves competent. Thisopportunity will be covered in greater detail inHELIOS RISING.

^ SELLING OR KEEPING THE SINGULARITYIf the PCs choose to keep the singularity they are

in for quite an exciting time. Every faction thatlearns of the artificial singularity will want to pos-sess it, making selling it difficult. The PCs will haveto dodge thieves, assassins, and other troubles asthey try to live to see a profit from their efforts. Allthe factions above will try to attain it through variousmeans, the Dawning Star Republic concentrating40

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on legal means while the faction-camps preferunderhanded measures and Maximillian Dagostries the promise of money. While selling the artifi-cial singularity should not be impossible, it shouldnot be easy either.

Instead of trying to sell it the PCs could simplykeep it for themselves, though what they can dowith it is questionable.

^ THE FUTURE OF THE SINGULARITYRegardless of who has it the singularity will pop

up again in the adventure SHADOW WAR, so long asit is not destroyed everything is fine.

^ THE BATTLE OF DIRTDIGGER TOWNIf the PCs took part in the Battle of Dirtdigger

Town and were instrumental in its defense they willbe awarded the Silver Sun, the medal for civiliangallantry in the Dawning Star Republic. TheRepublic and the EDF will think highly of them,helping them out when possible and granting themthe benefit of the doubt in the future. The PCs gaina +2 bonus to their Reputation when dealing withmembers of the Dawning Star Republic govern-ment or EDF. For the next few months, relichunters, archaeologists, and others who live in thewild will be continually buying them drinks andshowing other forms of favor.

^ THE VAASIWith the Battle of Dirtdigger Town the existence

of the vaasi, or darklings, will finally be confirmedbeyond a shadow of a doubt. Over the days follow-ing the battle word of it will spread and people willstart becoming far less free about traveling in thewilderness, especially near ruins. Vaasi sightingswill start to come out of the woodwork, and theoriesabout what they are and what they want will beginto fly. To most people they will remain distant enig-mas, but in the smaller settlements they become areal threat. Most frontier settlements and travelinggroups like ranchers and barter jacks increase theirsecurity, and many go to the velin to learn how tobetter protect themselves.

The Dawning Star Republic will begin a programof attempting to make peaceful contact with thevaasi, sending numerous expeditions to areas theyare sighted to try and make contact. This will gobadly for them, but how badly is up to the GM. Thevaasi are not interested in peace, but are interest-ed in gathering intelligence about their enemies andmore advanced weapons. Dawning Star Republicteams sent to look for vaasi are likely to be cap-tured and tortured for information. Eventually theDawning Star Republic will learn they cannot benegotiated with and set about wiping the vaasi out,but by that point other groups will likely havechanged the situation, such as the vaasi in theCronus Belt.

The faction-camps will try to make deals with thevaasi for a bit, but come to the conclusion thatdoing so is impossible much faster than theDawning Star Republic. They will then begin takinglimited military action against the vaasi; not havingthe firepower to wipe them out, they will insteadconcentrate on surgical strikes while they attemptto learn more about them. The faction-camps willattempt to develop biological, chemical, or nuclearweapons to use against the vaasi, lacking the man-power to fight them by more conventional means.

The vaasi will defend against and eventuallyretaliate against these attacks. They lack the vehi-cles and weapons to make an effective offensivecampaign against the humans of Eos, but they havea strong defensive position in their dark caves.Eventually the other planets of Eos will becomeinvolved, including the vaasi in the Cronus Belt,changing the scale of the conflict. These worlds willbe discussed in more detail in HELIOS RISING.

^ THE VELINWith the vaasi revealed to all, the velin now feel

their crusade has come and step up their effortsagainst the vaasi. Across Eos velin go to battle, try-ing to wipe out known vaasi power centers by recruit-ing the humans into the cause. While the humans donot join them as quickly as the velin would like, even-tually the great crusade begins. Among the humans,the velin gain an immense amount of credibility asone of the major things that made humans thinkthem slightly off-kilter has been proven true. Thismeans the talk of them being here since the ruinsand humans being their relatives may be true aswell. Velin will be widely sought out for informationregarding the vaasi, and some will even be broughtin to train troops in the Dawning Star Republic andfaction-camps. While the humans of Eos will bethrown into turmoil by the revelation of the existenceof the vaasi, the velin instead have their beliefs con-firmed. Their resolve is strengthened, and the timefor war has come.

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AAPPPPEENNDDIIXX AA:: NNPPCCSS •• •• ••^ THE BLACK WHEEL GANG,

PROFESSIONAL RELIC HUNTERSA group of experienced adventurers, the Black

Wheel Gang have been working for several yearsas salvage experts and relic hunters, though theydo more salvaging than relic hunting. While theybegan as honest businessmen searching ruins forinteresting items, a few rough years have forcedthe Black Wheel Gang to more questionable pur-suits. Now they are mainly involved in smugglingand doing various dirty deeds for the faction camps.While the Dawning Star Republic has no hard evi-dence of their activities, the true nature of the BlackWheel Gang is considered an open secret in manycriminal and law enforcement circles. A Knowledge(Streetwise) check (DC 15) will reveal their groupidentity, modus operandi, and major members.

Over the years the Black Wheel Gang has workedfor the EFL-aligned faction-camps primarily, but theyavoid Roger's Point due to some bad history there.Lately they have been trying to do more jobs for inde-pendent settlements after some deals with the EFLwent south. They have also worked for theTerraforming Guild several times and are suspected inthe theft of several chemical shipments of equipmentfrom the terraforming fields to Dawning Star Republicfacilities, but as yet nothing has been proven.

The Black Wheel Gang is a motley bunch of trou-blemakers, thugs, thieves, and technicians, manyof whom have extensive criminal histories. It is ledby a dark-haired man of Turkish descent namedStafford, the only member of the gang without anysort of criminal record. The other Black WheelGang members are very loyal to him, with less loyalmembers being forced out over time. There havebeen mutinies when operations turned unprofitablein the past, but these usually ended in the muti-neers being shot in short order, a process that

trimmed down the Black Wheel Gang to a smallcore of loyal members. Stafford does not suffer dis-obedience well, preferring to rule by fear than love,a process that, when combined with the lack of suc-cess the gang has seen lately, may lead to futureproblems despite the loyalty of his underlings.

Despite their checkered past and violent habits,the Black Wheel Gang is not wantonly destructive.They know that getting tried for murder is worse thangetting tried for theft and so rarely are violent exceptwhen necessary, preferring the threat of violencethan the act of it. When they do use force they tendto rely on nonlethal means such as tasers, tanglerguns, and sonic grenades, only using firearms whenthey are very angry or can safely and surely elimi-nate all witness. They have little ego, preferring toget out alive, preferably with some cash, than to saveface. In the final battle of the adventure this trait mayturn them from enemies to allies of the PCs, as theirsurvival instincts will lead them to fight against thevaasi when faced with overwhelming odds.

Stafford, Leader of the Black Wheel GangA large, broad-shouldered man, most of the

Black Wheel Gang know little of his past andassume him to be from one of the more militant fac-tion-camps. A terse man given to sentences of suchbrevity they border of being nonsensical, he proj-ects an air of command, intellect, and menace. Henever is without his ancient .50 Desert Eagle pistol,an antique brought over by his father from Earth,and his suit of black-dyed rough-outs.

Despite his fearsome appearance and intimidat-ing manner, something he works constantly to culti-vate, Stafford has little actual military training. He isthe son of an accountant and grew up in DawningStar City, his only real military training coming froma stint in the Republic Militia. The .50 Desert Eagleis from his father's gun collection and never sawuse before Stafford took it. While Stafford does nothave the military skills to back up his demeanor, hedoes have the charisma and cunning to carry it offsuccessfully. His keen mind is well tuned to thebehavior patterns of others, giving him a good ideaas to who may betray him.

Stafford (Charismatic Hero 3 / Tough Hero 2Dedicated Hero 1) ^ CR 6

Medium Humanoid (Human); HD 4d6+2d10+6;hp 32; MAS 13; Init +1; Spd 30 ft.; Defense 18,touch 15, flat-footed 17 (+4 class, +1 Dex, +3armor); BAB +2; Grap +2; Atk +2 melee (1d4,survival knife), +4 ranged (2d10, .50 DesertEagle); Full +2 melee (1d4, survival knife), +4ranged (2d8, .50 Desert Eagle); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ; AL Black Wheel Gang; SV Fort+6, Ref +3, Will +5; AP 8; Rep +3; Str 10, Dex12, Con 13, Int 12, Wis 12, Cha 15.

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PL Familiarity: 6Occupation: CriminalSkills: Barter +8, Bluff +8, Climb +4, Diplomacy+8, Drive +4, Gamble +3, Gather Information+8, Intimidate +12, Investigate +5, Knowledge(Streetwise) +8, Read/Write Language(English), Speak Language (English), SenseMotive +7, Survival +5. Talents: Coordinate, Command, Empathy,Remain ConsciousFeats: Armor Proficiency (Light), Attentive,Confident, Iron Will, Personal FirearmsProficiency, Simple Weapons Proficiency,Surface Vehicle Operation (Trucks), WeaponFocus (.50 Desert Eagle).Possessions: Rough-outs, .50 Desert Eagle, 4clips, 2 fragmentation grenades, portable glowlamp, compass, survival knife, 5 days of trailrations, nightvision goggles, 2 sonic grenades,tangler gun, 2 tangler grenades

Kelena TullahOriginally from Roger's Point, Kelena Tullah and

her brother Rashad worked for many years assecurity consultants, providing security systems tosome high paying clients in the Dawning StarRepublic and the wealthier faction-camps. At thesame time on the side they helped others bypassthese security systems in exchange for a cut of theprofits. While they themselves were not thieves,they assisted many such individuals in the perform-ance of their profession. The Tullahs did not asktheir clients anything about why they needed tobypass their security systems, claiming this igno-rance kept them from any responsibility for theactions of their clients. For many years the peopleof Roger's Point accepted this story, mainlybecause most of the thieves the Tullahs assisted

stole from residents of the Dawning Star Republicas opposed to EFL faction-campers. When one oftheir clients instead stole several valuable high-techgadgets from a close ally of Patricia Rogers,Roger's Point become decidedly less friendlytoward the siblings. They left shortly thereafter,hooking up with Stafford through one of their blackmarket contacts. They became the first two mem-bers of the Black Wheel Gang.

Kelena now serves as the resident medic andchemist of the Black Wheel Gang, occasionally put-ting her extensive knowledge of poisons to use onthe gang's jobs. Not a frontline combatant, sheprefers laying traps and ambushes for her oppo-nents and has no qualms about killing whenpressed. Of all the Black Wheel Gang, she is themost willing to take a life if necessary, somethingthat isn't readily apparent in her normally sunnydemeanor. Kelena has long blonde hair and is ofmoderate height. She wears a suit of gray rough-outs when in the field and carries a large bag madeout of Dawson dragon hide and filled with medicalsupplies and chemicals.

Kelena Tullah (Smart Hero 3/Dedicated Hero 2) ^ CR 5

Medium Humanoid (Human); HD 5d6+5; hp 23;MAS 12; Init +2; Spd 30 ft.; Defense 18, touch15, flat-footed 16 (+3 class, +2 Dex, +3 armor);BAB +2; Grap +1; Atk +2 melee (1d3 electricityand stun, stun gun) or +4 ranged (2d6, EDF-9Auto Pistol); Full +2 melee (1d3 electricity andstun, stun gun) or +4 ranged (2d6, EDF-9 AutoPistol); FS 5 ft. by 5 ft.; Reach 5 ft.; AL BlackWheel Gang; SV Fort +4, Ref +3, Will +5; AP 7;Rep +2; Str 9, Dex 14, Con 12, Int 16, Wis 13,Cha 10.PL Familiarity: 6Occupation: TechnicianSkills: Computer Use +9, Craft (Chemical) +12,Craft (Electrical) +9, Craft (Mechanical) +9,Craft (Pharmaceutical) +13, Demolitions +9,Disable Device +9, Forgery +9, Knowledge(Technology) +9, Read/Write Language(English), Repair +9, Sense Motive +5, SpeakLanguage (English), Spot +5, Survival +5, TreatInjury +10. Talents: Exploit Weakness, Healing Touch,Savant (Craft (Chemical).Feats: Armor Proficiency (Light), MedicalExpert, Personal Firearms Proficiency, SimpleWeapons Proficiency, Surface VehicleOperation (Trucks), Surgery.Possessions: Rough outs, fast use medkit,EDF-9 Auto Pistol, 4 clips, deluxe chemistry kit,chemicomp sensor, solvaway chemical, 2 dosesof sporekill chemical, 2 doses of antitox chemi-cal, stun gun.

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Rashad TullahBrother of Kelena, in their original security con-

sulting business he provided the mechanical knowhow, constructing complex security systems forthose who could afford it. While Rashad is anexpert on traps and locks of all kinds, he secretlyhas harbored a love for research xenotech hisentire life, a love that went unfulfilled during hisdays as a security consultant. He has spent muchof his spare time reading up on the discoveries inthe ruins of Eos, always dreaming of making suchdiscoveries himself. Unlike his sister, he looked attheir sudden need to leave Roger's Point as beinga blessing, as it allowed him to pursue his interestin alien artifacts. Rashad was the major forcebehind the Tullah siblings joining up with Stafford,Rashad hoping that a career as a relic hunter wouldallow him to get his hands on some alien relics.Thus far the group has only had limited success asrelic hunters and Rashad has not found anythingreally noteworthy, instead spending his timeinvolved in criminal pursuits more like his old job.This has not made him very enthused about theBlack Wheel Gang operations, but their current jobhas his enthusiastic support.

In the field Rashad wears a suit of light combatarmor over a suit of overalls, all covered with anumber of tool belts. He has a tool for any occasionand is usually weighed down by a backpack full ofequipment of some sort. Of all the Black WheelGang he makes the most effort to keep himselfclean and presentable, and has an appreciation forfine food and clothing that the others often findhumorous. His curiosity often gets the better of him,leading the rest of the Black Wheel Gang into dan-ger on several occasions. Rashad views such dan-ger as being unavoidable, feeling there is no sacri-fice to great for knowledge, but he prefers it whensomeone else makes that sacrifice.

Rashad (Smart Hero 5) ^ CR 5

Medium Humanoid (Human); HD 5d6+5; hp 23;MAS 12; Init +1; Spd 30 ft.; Defense 16, touch13, flat-footed 15 (+2 class, +1 Dex, +3 armor);BAB +2; Grap +1; Atk +1 melee (1d4-1, survivalknife), +3 ranged (2d8, Brase hunting rifle); Full+1 melee (1d4-1, survival knife), +3 ranged(2d8, Brase hunting rifle); FS 5 ft. by 5 ft.;Reach 5 ft.; SQ; AL Black Wheel Gang; SV Fort+2, Ref +2, Will +5; AP 7; Rep +2; Str 9, Dex13, Con 12, Int 16, Wis 14, Cha 10.PL Familiarity: 6Occupation: TechnicianSkills: Computer Use +13, Craft (Electrical)+11, Craft (Mechanical) +11, Craft (Structural)+11, Decipher Script +13, Disable Device +11,Investigate +11, Knowledge (History) +13,Knowledge (Technology) +13, Read/Write

Language (English), Repair +13, Research +11,Search +13, Speak Language (English). Talents: Identify Alien Technology, Utilize AlienTechnology, World Knowledge (Eos).Feats: Armor Proficiency (Light), Educated,Gearhead, Meticulous, Personal FirearmsProficiency, Salvage.Possessions: Light combat armor, Brase hunt-ing rifle, 34 bullets, survival knife, deluxemechanical tool kit, deluxe electrical tool kit,tangler grenade.

Jake the VelinJaketovkis of the northern Black Ice Tribe is a

rarity among the velin; from his first contact withhumans he found their ways strange and enticing.He took every opportunity he could to interact withthem, thinking their world of steel and hurry farmore interesting than the quiet life of his tribe.When Jaketovkis came of age he left his tribe andheaded south toward the humans, eventually end-ing up in Roger's Point. Despite some early difficul-ties adapting to the human city, Jaketovkis endedup hiring on with Stafford since Stafford was thefirst human to offer him a job as a laborer and thug.Jaketovkis proved himself loyal and capable toStafford, and now is the member of the BlackWheel Gang Stafford trusts the most. Jaketovkis,called Jake by the rest of the Black Wheel Gang,serves as the group's muscle. Jake doesn't com-pletely understand why they all enjoy diggingaround ruins so much and do not take joy in thesimple pleasures that they have in abundance,such as the wind in their faces when traveling andthe many places they get to see. While he marvelsat their accomplishments, Jake also finds humansto be very foolish and short sighted, but he feels itis not his place to instruct them.44

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Jake is large, even for a velin, and usually wearsvelin hunting armor in the field over an explorer out-fit. Jake has gone completely bald despite hisyoung age, a rarity among the velin. He carries aBrase shotgun, but prefers dealing with problemswith his bazer sword.

Jake (Strong Hero 5) ^ CR 5Medium Humanoid (Human); HD 5d8+15; hp38; MAS 19; Init +0; Spd 30 ft.; Defense 18,touch 13, flat-footed 15 (+3 class, +5 armor);BAB +5; Grap +8; Atk +8 melee(1d6+1d6+6/19-20, bazer sword) or +5 ranged(2d10, Brase shotgun); Full +8 melee(1d6+1d6+6/19-20, bazer sword) or +5 ranged(2d10, Brase shotgun); FS 5 ft. by 5 ft.; Reach5 ft.; SQ Low-light vision, detect vaasi; AL BlackWheel Gang; SV Fort +6, Ref +1, Will +2; AP 7;Rep +1; Str 17, Dex 10, Con 16, Int 11, Wis 12,Cha 8.PL Familiarity: 3Occupation: HunterSkills: Climb +7, Jump +7, Speak Language(English, Velin), Survival +9.Talents: Melee Smash, Improved MeleeSmash, Advanced Melee SmashFeats: Archaic Weapon Proficiency, ArmorProficiency (Light), Cleave, Improved DamageThreshold, Personal Firearms Proficiency,Power Attack, Simple Weapons Proficiency. Possessions: Bazer sword, velin hunterarmor, velin war shield, survival knife, portableglow lamp, 4 days of rations, Brase shotgun, 12shells, 2 sonic grenades.

Telela DrashenOriginally from the Dawning Star Republic settle-

ment of Hapeville, Telela left her home town at an

early age to try and find a more interesting lifeamong the bright lights and bustle of Dawning StarCity. She never actually made it to the city, insteadfalling in with a group of traveling barter jacks, withwhom she spent several years wandering aroundthe outer settlements of the Republic helping themhawk their wares. Finally Telela, bored of the mer-chanting life and yearning for something moreexciting, decided to give relic hunting a try. Her firsteffort at this was done alone in a ruin nearGreenville, and her first hunt was almost her last.Cornered by spitter spiders, she was saved at thelast minute by the Black Wheel Gang, who she hasbeen traveling with ever since. Telela serves as oneof the main drivers for the group and often uses herskills of persuasion to get the gang out of a jam.

A tall, thin woman, Telela has long red hair andusually wears a set of rough-outs that looks to beseveral sizes to big. She carries an EDF-12 subma-chine normally and rarely carries much else in theway of equipment, preferring to leave it in thegang's two S-15 ground transports.

Telela (Charismatic Hero 2/Fast Hero 3) ^ CR 5

Medium Humanoid (Human); HD 2d6+3d8; hp21; MAS 9; Init +3; Spd 30 ft.; Defense 21, touch18, flat-footed 18 (+5 class, +3 Dex, +3 armor);BAB +3; Grap +3; Atk +3 melee (1d3 electricityand stun, stun gun) or +6 ranged (2d6+1, EDF-12 submachine gun); Full +3 melee (1d3 electric-ity and stun, stun gun) or +6 ranged (2d6+1,EDF-12 submachinegun); FS 5 ft. by 5 ft.; Reach5 ft.; SQ; AL Black Wheel Gang; SV Fort +2, Ref+7, Will +2; AP 7; Rep +3; Str 10, Dex 16, Con10, Int 12, Wis 12, Cha 14.PL Familiarity: 6Occupation: Rural

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Skills: Barter +7, Bluff +7, Diplomacy +7, Drive+13, Gather Information +7, Hide +6, Knowledge(Business) +6, Knowledge (Streetwise) +4,Move Silently +6, Perform (Sing) +7, Pilot +11,Read/Write Language (English), SpeakLanguage (English), Survival +6. Talents: Charm, Evasion, SharpshooterFeats: Advanced Firearms Proficiency, ArmorProficiency (Light), Personal FirearmsProficiency, Surface Vehicle Operation (Trucks),Trustworthy, Vehicle Expert.Possessions: Rough-outs, EDF-12 subma-chine gun, 5 clips, radio, 3 sonic grenades, taser

Black Wheel Gang ThugsThe Black Wheel Gang hires thugs as needed

from around the faction camps to fill out their ranksand assist in heavy labor. These thugs are not hiredfor their minds and are expected to do as they'retold, which usually involves fighting or variousmenial tasks. These individuals are only loyal aslong as they are paid and their actions have a rea-sonable expectation of producing profit. They willnot fight for lost causes, not that the Black WheelGang is likely to do that in the first place. Thesethugs could be bribed to change sides in the middleof a fight if offered more money, but men whose loy-alties change so quickly are not to be trusted.

The Black Wheel Gang may be accompanied bya number of these thugs if the GM feels the coremembers of the gang are not enough of a challengefor the PCs. Also each of the core gang memberskilled will be replaced with 2 thugs by the nextencounter, except after Encounter 3 the BlackWheel Gang will receive no reinforcements.

Black Wheel Gang Thug (Tough Ordinary 4) ^ CR 3

Medium Humanoid (Human); HD 4d10+11; hp 33;MAS 15; Init +1; Spd 30 ft.; Defense 17, touch 14,flat-footed 16 (+3 class, +1 Dex, +3 armor); BAB+3; Grap +5; Atk +5 melee (1d6+2, machete) or+4 ranged (2d6, EDF-9 knockoff); Full +5 melee(1d6+2, machete) or +4 ranged (2d6, EDF-9knockoff); FS 5 ft. by 5 ft.; Reach 5 ft.; AL Money;SV Fort +4, Ref +2, Will +1; AP 0; Rep +; Str 14,Dex 12, Con 15, Int 10, Wis 11, Cha 8.PL Familiarity: 6Occupation: CriminalSkills: Climb +6, Drive +6, Intimidate +4,Knowledge (Streetwise) +5, Read/WriteLanguage (English), Speak Language (English),Spot +5, Survival +4. Talents: NoneFeats: Armor Proficiency (Light), PersonalFirearms Proficiency, Point Blank Shot, SimpleWeapons Proficiency, Toughness.Possessions: Rough outs, EDF-9 knockoff, 3clips, survival knife, portable glow lamp, machete,

AAPPPPEENNDDIIXX BB •• •• ••^ DIRTDIGGER TOWN

The compound used by the archaeologists, whichhas come to be called Dirtdigger Town, was meantto be a temporary base for Dawning Star Republicoperations around the Council Ruins, but has sincebecome a permanent structure. The velin are nonetoo pleased about this, and have asked the Republicto limit Dirtdigger Town to the confines of the fencethey have constructed. The archaeologists havebeen very careful about following this guideline andleave none of their gear out of the compound unat-tended. Leaving items outside previously has oftenresulted in them going missing, which is usually dueto the velin providing an annoying reminder to thearchaeologists to stay within their establishedboundaries. The archaeologists have also lost sev-eral of their number to xenomorph attacks within theCouncil Ruin and no one travels alone inside theCouncil Ruin, with most of the archaeologists travel-ing in groups of at least four. None of the inhabitantsof Dirtdigger Town venture out after dark as most ofthe xenomorph attacks have occurred after dark,several of which have been vaasi warhounds, whichthe archaeologists have not been able to identify.The increasing frequency of such attacks has start-ed to put the fear of darklings in the compounds res-idents, and they will warn the PCs not to enter theCouncil Ruins after dark.

Dirtdigger Town has had to deal with bandits,relic hunters, angry velin dissidents, andxenomorph attacks in its five years of operation andhas slowly upgraded its defenses in response. Nowall the archaeologists carry firearms at all times anda contingent of eight EDF soldiers is assigned tothe compound at all times. Anyone who approach-es the compound is greeted outside, and thosewithout permits are asked to leave. Any resistanceis met with deadly force.

Most of the individuals stationed in DirtdiggerTown are here for six month stints. The archaeolo-gists see this as an excellent opportunity to dosome valuable research on the ruins of Eos, whilethe soldiers see it as little more than a milk run.Despite the problems the compound has had withhostile creatures and individuals, it is considered aneasy assignment.

In addition to the buildings in Dirtdigger Townthere are two G-3 survey vehicles and four scoutbikes stored within its fence. There is also a smallforklift used for moving supplies, but it sees littleuse. The compound is resupplied every month by aconvoy from Dawning Star City, which includes sev-eral new personnel each trip and carries home per-sonnel whose time at the compound are done. Thecompound has enough supplies for three monthsfor twenty people in case Dirtdigger Town is some-how cut off from the Republic. While DirtdiggerTown has a radio it has little contact with the outside46

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world beyond Ranger Reyes and the local velin. Ithas a connection to the Eonet hooked up throughits radio transmitter.

THE FENCEThe fence surrounding Dirtdigger Town is a ten

foot tall steel wire fence topped with slicer wire, amore unfriendly version of razor-wire. Climbing thefence is relatively easy, requiring a Climb check(DC 10), but getting over the slicer wire is more dif-ficult. Doing so requires a full round action and aDexterity check (DC 15); failure results in the char-acter taking 1d6 points of slashing damage andbecoming stuck on the slicer wire. Becomingunstuck requires a full round action and an EscapeArtist check (DC 15), with each failed check inflict-ing a further 1d6 points of damage. The fence hasa hardness of 10 and 10 hit points per square foot.

The single gate in the fence has a sturdy lockingmechanism that requires a code to open. The codeis known to all the staff of the compound andbypassing the lock requires a Disable Device check(DC 30). The locking device has a hardness of 15and 30 hit points.

1. BARRACKSThe second largest room in Dirtdigger Town, the

barracks serves as a home for all twenty occupantsof the compound. Little more than bunk beds, foot-lockers, closets, and a unisex shower and restroom, it is not very well appointed. It is comfortableenough, but there is no privacy, even between thesexes. The barracks also contains a small kitchenand most meals are eaten sitting outside or on thebeds of the barracks. The inhabitants of the com-pound keep all their personal belongings in thisroom, and a large steel crate in the back of the bar-racks serves as the armory for the compound. In itare 6 EDF-9 pistols, 6 EDF-15 assault rifles, 24clips for each type of weapon, 500 rounds for theEDF-2 heavy machineguns, 6 suits of light combatarmor, 12 fragmentation grenades, and 2 tanglerguns with 10 clips each, plus enough storage spaceto hold the weapons carried by the 20 inhabitants ofthe building. Each inhabitant of the barracks has anumber of personal objects, and most have a fewextra pistol clips and a suit of rough-outs tuckedaway in their gear. The walls of the barracks aresteel and have a hardness of 10.

2. MACHINEGUN POSTSAt each corner of Dirtdigger Town is a raised

metal platform containing an EDF-2 heavy machinegun and 500 rounds of ammunition. Each machinegun can fire in a 180 degree arc around its cornerof the compound, so that only the areas right upnext to the walls are not in their field of fire. Thesemachine guns are not normally manned unless

something is sighted approaching the compound.The towers provide ¾ cover to anyone inside themand have a hardness of 10 and 80 hit points.

3. RESEARCH ROOMThe largest building in Dirtdigger Town, the

research room is actually an armored and airtightbuilding divided up into several smaller rooms wheremost of the research, examining, and catalogingtakes place. It is filled with items taken from theCouncil Ruin in various states of research. Afterthese items are given a cursory inspection here theyare part of the monthly shipment back to DawningStar city for further analysis. Most of the materialscontained in here are simple objects like brokenplates, computer bits, shards of unknown crystals,and other similarly mundane objects that have novalue outside of historic importance. In the five yearsDirtdigger Town has been in operation, only threefunctional relics have been discovered, but the aim ofthe operation is not to find relics but to unlock the his-tory of Eos. In this regard they are fairly successful,as they believe they have developed a somewhatdetailed picture of life in the days of the CouncilDome. There are no relics stored in the compoundcurrently, and the items in the research room have lit-tle value beyond scholarly interest and would fetch lit-tle if sold. Unfortunately many of the less honorablerelic hunters don't know this and assume it is full tothe brim with amazing discoveries, making it theprime goal of attacks on Dirtdigger Town. Theresearch room has only a single armored door for anentrance, which has a hardness of 20 and 40 hitpoints. It requires a code to open, but may bebypassed with a Disable Device check (DC 30). Eachroom in the building has a similar door. The walls ofthe building are made of reinforced steel and have ahardness of 15 and 15 hit points per square foot.

4. SUPPLY HUTThe tallest building in Dirtdigger Town, the supply

hut is a large, temp-crete structure that is used tohold the various supplies and goods needed by thecompound. Most items listed in d20 Modern besidesvehicles, weapons, and armor can be found in thisbuilding, but doing so may take some effort. The sup-ply hut is the only two-story building in the compoundand is used as a lookout post by the EDF soldiersstationed in Dirtdigger Town. They have constructeda small tower on top, allowing them to see for milesin every direction. One soldier is always on duty onits roof with binoculars looking for trouble. The radiotransmitter for the compound is located on top of thebuilding. The roof is reached via a ladder on the sideof the building, which may be climbed without difficul-ty. The walls of the supply hut have a hardness of 10and 15 hit points per square foot.

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^ NPCSDr. Alan Burkett

A career researcher from the Department ofScience, Dr. Burkett is a respected scholar of relicsand artifacts left by the previous inhabitants of Eos.In his time in Dirtdigger Town he has become farmore competent in matters of combat, but now hisscholarly work suffers as he spends more time run-ning the compound than conducting research. Anaffable man, he is well liked by the archaeologistsand soldiers. He has a suit of rough-outs, but rarelywears them. He can acquire additional weaponsfrom the armory if needed and will be involved inany defense of Dirtdigger Town.

A professional academic, Dr. Burkett has spentmost of his life in the wilds of Eos digging up vari-ous ruins and relics. He is surprisingly easy goingabout the threats faced during such efforts, and hasmany stories to share about xenoform attacks. Heis extremely laid back, even when under pressureor threatened, always certain things will turn out forthe best.

Dr. Burkett (Smart Hero 5/Field Scientist 5) ^ CR 10

Medium Humanoid (Human); HD 5d6+5d8; hp41; MAS 10; Init +1; Spd 30 ft.; Defense 18,touch 18, flat-footed 14 (+4 class, +4 Dex); BAB+4; Grap +4; Atk +4 melee (1d3 nonlethal,punch), +6 ranged (2d6, EDF-9 Auto Pistol); Full+4 melee (1d3 nonlethal, punch), +6 ranged (2d6,EDF-9 Auto Pistol); FS 5 ft. by 5 ft.; Reach 5 ft.;SQ Minor breakthrough, scientific improvisation,skill mastery (Computer Use, Decipher Script,Disable Device, Investigate, Research, Search)smart defense; AL Dawning Star Republic; SVFort +4, Ref +5, Will +6; AP 11; Rep +3; Str 10,Dex 12, Con 10, Int 16, Wis 14, Cha 12.PL Familiarity: 7Occupation: AcademicSkills: Computer Use +11, Decipher Script +18,Demolitions +8, Disable Device +16, Drive +6,Forgery +11, Investigate +18, Knowledge(Behavioral Sciences) +18, Knowledge (Earthand Life Sciences) +18, Knowledge (History)+23, Knowledge (Technology) +18, Knowledge(Theology and Philosophy) +11, Navigate +8,Read Language (English, Mandarin Chinese,Unispeak), Research +15, Sense Motive +4,Speak Language (English, Mandarin Chinese,Unispeak), Search +8. Talents: Identify Alien Technology, Savant(Knowledge (History)), Utilize Alien Technology.Feats: Attentive, Educatedx2, PersonalFirearms Proficiency, Simple WeaponProficiency, Surface Vehicle Operation (Trucks),Studious, Technological Aptitude, WeaponFocus (EDF-9 Auto Pistol).

Possessions: EDF-9 auto pistol, 3 clips, hol-ster, work clothes, glasses, info-comp, deluxeevidence kit.

EDF SoldiersThe eight EDF soldiers assigned to Dirtdigger

Town consider the duty to be relatively easy andpleasant, though boring. There is little excitement tobe had other than occasional encounters with relichunters and xenoforms, and little entertainment ispresent to fill the vast stretches of boredom inbetween. Most of the soldiers do a great deal ofreading, and some have even become amateurarchaeologists in order to pass the time.

EDF Soldiers (Strong Ordinary 2 /Tough Ordinary 2) ^ CR 3

Medium Humanoid (Human); HD 2d10+2d8+8;hp 29; MAS 15; Init +1; Spd 30 ft.; Defense 16,touch 13, flat-footed 15 (+2 class, +1 Dex, +3armor); BAB +3; Grap +5; Atk +5 melee (1d8+2,whipstick), +4 ranged (2d8, EDF-15 AssaultRifle); Full +5 melee (1d8+2, whipstick), +4ranged (2d8, EDF-15 Assault Rifle); FS 5 ft. by 5ft.; Reach 5 ft.; SQ; AL Dawning Star Republic;SV Fort +6, Ref +1, Will +0; AP 0; Rep +0; Str14, Dex 13, Con 15, Int 10, Wis 11, Cha 10.PL Familiarity: 6Occupation: MilitarySkills: Climb +4, Drive +7, Intimidate +2,Knowledge (Tactics) +6, Read/Write Language(English), Speak Language (English), Survival +5.Talents: NoneFeats: Advanced Firearms Proficiency, ArmorProficiency (Light), Exotic Firearms Proficiency(Heavy Machine guns), Personal FirearmsProficiency, Simple Weapon Proficiency. Possessions: Whipstick, EDF-15, 5 clips, sur-vival knife, uniform, light combat armor

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ArchaeologistsMost of the archaeologists at Dirtdigger Town

have only been there a few months and are not fullyacclimated to life out in the wild. Most had spenttheir entire lives in Dawning Star City; this is all verymuch a new experience to them. While all thearchaeologists underwent militia training as part oftheir preparation for this assignment, they are nonetoo interested in entering combat. Archaeologistscan get additional armor or weapons from thearmory when needed and will work to defendDirtdigger Town at the direction of Dr. Burkett or theEDF soldiers, but will not go looking for a fight.

Archaeologists (Smart Ordinary 4) ^ CR 3Medium Humanoid (Human); HD 4d6; hp 14;MAS 10; Init +0; Spd 30 ft.; Defense 11, touch 11,flat-footed 11 (+1 class); BAB +2; Grap +2; Atk +2melee (1d3 nonlethal, punch), +2 ranged (2d6,EDF-9 auto pistol); Full +2 melee (1d3 nonlethal,punch), +2 ranged (2d6, EDF-9 auto pistol); FS 5ft. by 5 ft.; Reach 5 ft.; AL Dawning Star Republic;SV Fort +1, Ref +1, Will +4; AP 0; Rep +2; Str 10,Dex 11, Con 10, Int 16, Wis 14, Cha 11.PL Familiarity: 6Occupation: AcademicSkills: Computer Use +10, Decipher Script +12,Disable Device +10, Drive +3, Investigate +10,Knowledge (Earth and Life Sciences) +10,Knowledge (History) +12, Knowledge (PhysicalSciences) +10, Knowledge (Technology) +12,Knowledge (Theology and Philosophy) +10,Research +12, Search +10, Spot +3, Survival +5. Talents: NoneFeats: Republic Militia Training, Educated,Studious. Possessions: Info-comp, tools appropriate tocurrent research, EDF-9 auto-pistol with 2 clips.

AAPPPPEENNDDIIXX CC:: XXEENNOOMMOORRPPHHSS•• •• ••^ STAR CONFEDERATION ARTIFICIAL

INTELLIGENCE ENTITIESDuring its height the Star Confederation created

numerous artificial intelligence entities that couldoperate in hostile conditions and perform tasks thatrequired great precision or a level of multitaskingthat living beings could not attain. These entitieswere not truly self-aware artificial intelligence, butinstead a set of programs and machine code soadvanced that they were indistinguishable from liv-ing beings in terms of behavior. They had no realemotions, intuitions, or knowledge of their own exis-tence, but their programming mimicked such sen-tient thought processes. These entities wereallowed to expand their programming within certainlimits and were created with a desire to improvethemselves, so that over time these artificial intelli-gence entities were able to learn and advance. To

most people these entities seemed to be complete-ly sentient beings, but in fact they are merely verygood facsimiles of such.

These artificial intelligence entities were some-times used in bioreplicas and other types of robots,but were most commonly used to assist in the oper-ation of large spacecraft or facilities. All artificialintelligence entities have their core programmingcontained on a small crystal cylinder about six inch-es long that can be inserted into any StarConfederation equipment designed to hold such anentity. Most large computers, including those onspacecraft, were capable of accepting artificialintelligence entity crystals, and many StarConfederation robots were also modified to acceptthem, giving the entities limited mobility. This allowsartificial intelligence entities to be easily transportedto where they are needed. Destroying the crystalwill destroy the entity completely, unless it has cre-ated backups of itself somewhere.

The Star Confederation also made ready use ofrobots with less powerful artificial intelligence pro-gramming. These robots handled everything fromcombat to heavy lifting, and often worked at thedirection of artificial intelligence entities. Theserobots did not have the sophistication of artificialintelligence entities and were not quite so life-like indemeanor, but could advance their programmingand abilities in a similar fashion.

Species TraitsAdvancement: Artificial intelligence entities

may go up levels like other creatures. Artificial intel-ligence entities can never take levels in any classwith psionic abilities.

Backups: An artificial intelligence entity maymake a backup of itself, which takes one hour of unin-terrupted activity and some sort of suitable datareceptacle. The most common receptacle is a datacrystal, but these incredibly dense storage tools are aPL 9 technology. Any Star Confederation PL 9 com-puter of Medium size or larger can hold a backup ofan artificial intelligence entity, but in lower tech com-puters the size category increases by one with eachdecrease in PL, meaning that at PL 7, a Huge com-puter would be required. Such large systems are usu-ally only found in scientific facilities and space ships.Making a copy takes one hour, during which time theartificial intelligence entity suffers a -4 penalty to allattack rolls, saving throws, skill and ability checks.

When an artificial intelligence entity makes abackup it makes a complete duplicate of itself.Unless the entity has a data crystal to store the copyin, it must simplify its code to accommodate the infe-rior data-storage technology. If the copy is stored inanything other than a data crystal, the copy losesone level as the original has to compress its owndata to fit the copy into the new receptacle, damag-ing its programming somewhat. Once the backup is 49

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created it will activate when a set of events deter-mined by the original artificial intelligence entityoccurs, such as the destruction of the original entity.

Behavioral Controls: The Star Confederationcreated their artificial intelligence programs with aseries of built in behavioral controls that cannot bebypassed without causing severe damage to theentity. While each entity had a number of controlsspecific to it, all artificial intelligence entities madeby the Star Confederation had the same basic setof behavioral controls.

1. Artificial intelligence entities may not ordernanites to create more nanites.

2. Artificial intelligence entities must work to pre-serve the lives of Star Confederation citizens andallied races. It is not permissible to take the life ofsuch creatures.

3. Artificial intelligence entities may not sharetechnology except with suitable advanced racesthat will use it responsibly.

Attempts to bypass these controls by the entityrequires a Will save (DC 35), and if it is successfulthe entity may act as it chooses but it also takes2d6 points of Intelligence damage due to the dam-age to its program. This damage is permanentunless the controls are restored.

Challenge Rating: Artificial intelligence entitieshave a challenge rating equal to their class level.An artificial intelligence entity implanted in a robotor other device has a challenge rating equal to theirclass level plus the challenge rating of the robot orother device.

Computer Combat: While it is rare, artificialintelligence entities sometimes resort to violence tosettle differences. Battles between artificial intelli-gence entities are carried out using viruses and fire-walls, and such conflicts happen at such a speedthat a living being has no real hope of participating.Information ghosts and psionicists using the variouscomputer-based psionic powers may stand achance against an artificial intelligence entity.

When two beings enter into computer combateach round they make an opposed Computer Usecheck. The loser suffers 1 point of Wisdom andIntelligence damage as their programming frag-ments or their brain suffers from terrible migraines.If more than one attacker targets the same defend-er, the defender makes one Computer Use checkagainst all attackers. These opposed checks contin-ue each round until one side is rendered incapableof continuing due to their Intelligence or Wisdomreaching 0, or until one side relents. If an artificialintelligence entity has its Intelligence or Wisdomreduced to 0 it may be destroyed at the winner'sdesire. Lost Intelligence and Wisdom points areregained as normal at a rate of one point per day asthe artificial intelligence entity's programs repair andrewrite themselves. All actions in computer combatare considered to happen simultaneously.

Data Crystal: Artificial intelligence entities storetheir core programming in data crystals that areinserted into the machine they are to operate out of.When not attached to a machine the artificial intelli-gence entity is completely inactive and unaware ofits surroundings. If the data crystal is destroyed, theartificial intelligence entity is destroyed unless it hasmade a backup. If the data crystal in inserted into arobot, computer mainframe, or other computerdevice the entity may take control of the deviceautomatically unless there is already an heroic arti-ficial intelligence entity in the device. In such casethe two entities must make opposed Will saves tosee which intelligence takes control of the device.The loser is forced back into their data crystal orsome other form of data storage from which theycannot emerge for 24 hours, at which point theymay attempt to take control again. Data crystalshave a hardness of 10 and 5 hit points.

Mental Power: Artificial intelligence entitieshave vast stores of information and amazing com-putational abilities, allowing them to perform someactions with amazing speed and clarity. Artificialintelligence entities can take always take 10 onIntelligence based skill checks, and all Intelligencebased skill checks take one tenth the normal timerequired as long as there are no physical activitiesrequired. Artificial intelligence entities can hackcomputers and plot navigational courses quickly,but cannot repair devices any faster than any othercreature, and can only do so when using a robotbody or other physical agent.

Artificial intelligence entities can perform a num-ber of mental actions each round equal to the enti-ty's Intelligence bonus. These actions may be free,move, attack, or full round actions and may involveonly strictly non-physical tasks, such as looking upsomething in a computer database the entity con-nected is to, plotting a course using a navigationcomputer, or decrypting a code. The entity is stilllimited in interacting with the physical world bywhatever body it is using and can only take the nor-mal amount of physical actions each round. Thisability to multitask is primarily used to make multi-ple skill checks each round.

Non-PPhysical Existence: Artificial intelligenceentities have no physical existence, instead takingthe form of billions of lines of computer code. Theyhave no physical abilities, gaining those from what-ever device they inhabit if they are placed in a robotor other device capable of physical motion. The enti-ty applies its mental abilities, skills, feats, base attackbonus, class defense bonuses, and saving throwbonuses to any physical body it inhabits, assumingthe body has the means to use the abilities in ques-tion. If the body does not meet the requirements of afeat or ability, that feat or ability may not be usedwhile the entity resides in that body. Most artificialintelligence entities were stored in large mainframe50

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computers with no movement capabilities.Robot Body: When an artificial intelligence enti-

ty's data crystal is installed in a robot body itsChallenge Rating, hit dice, hit points, initiative,defense, and base attack bonus are added to thoseof the robot. The artificial intelligence entity's men-tal abilities replace those of the host robot. The arti-ficial intelligence entity may use its own feats, andskills or those of the robot, while the artificial intelli-gence entity regains all of its special abilities.

Robot Upgrades: Artificial intelligence entitiescan be upgraded through the addition of feat andskill software in the same fashion that robots areupgraded.

Transmission Travel: When in a device withthe ability to transmit information, such as a wirelesscomputer network or a cable hookup, the artificialintelligence entity may transfer itself through thetransmission medium at speeds up to the speed oflight. This enables the entity to access far away datasources and communicate with people over greatdistances. The entity does not transfer its entire selfwhen doing so, and if the connection is severed theentity reboots the following round at its data crystal.

Artificial Intelligence Entity (Smart Hero 4) ^ CR 4

Tiny Construct; HD 4d6; hp 14; Mas -; Init +0;Spd -; Defense +1, touch -, flat-footed -; BAB+2; Grap -; Atk -; Full Atk -; FS -; Reach -; SQAdvancement, backup, behavioral controls, datacrystal, mental power, non-physical existence,robot upgrades, transmission travel; AL StarConfederation; SV Fort +1, Ref +1, Will +6; AP7; Rep -1; Str -, Dex -, Con -, Int 28, Wis 14,Cha 14.Skills: Computer Use +20, Craft (Electrical)+16, Craft (Mechanical) +16, Craft(Pharmaceutical) +16, Craft (Structural) +15,Decipher Script +17, Demolitions +15, Forgery+15, Investigate +15, Knowledge (Civics) +16,Knowledge (History) +18, Knowledge(Technology) +18, Navigate +16, Read/WriteLanguage (7 of choice plus Unispeak), Repair+16, Research +18, Speak Language (7 ofchoice plus Unispeak). Talents: Linguist, Savant (Computer Use).Feats: Educated, Iron Will, Low Profile, SimpleWeapons Proficiency, Studious.Advancement: By class.

AAPPPPEENNDDIIXX DD:: RREELLIICCSS •• •• ••^ THE ARTIFICIAL SINGULARITY

The artificial singularity is possibly the most pow-erful device in the universe. It consists of a stableartificial black hole, contained in an extra-dimen-sional space until it is needed. The case for the arti-ficial singularity is actually the device used to opena portal to the extra-dimensional space and most of

the time holds nothing at all. This is because keep-ing the artificial singularity in this dimension whilestopping it from destroying everything around itrequires a massive force field and consumes aridiculous amount of power. Instead, the artificialsingularity is left in a parallel dimension, one ofsmall size that is completely empty, until it is need-ed. The artificial singularity is configured so it willnot activate unless the force field projector relicfrom THE EDGE OF SHADOW is also attached andpowered up, as otherwise the singularity woulddestroy everything nearby. These two devicesrequire such an immense amount of energy thatactivating them is likely to be impossible for theDawning Star Republic. Fiddling with the device isrelatively safe since there are many safeguardsbuilt into the artificial singularity device, though witha Repair or Disable Device check (DC 45) the safe-guards could be bypassed and the artificial singu-larity unleashed on the surrounding area, a processthat would destroy the entire Helios system andeverything in it. The artificial singularity is a PL 10device. It weighs 10 pounds, has a hardness of 50,and 20 hit points. The purchase DC of the artificialsingularity is beyond calculation as it is the mostpowerful item ever made.

^ DISINTEGRATOR RIFLEA tool of war once used by the Star Confederation,

disintegration weapons have since become the stan-dard weapon of the tentaari. A disintegrator rifle wasconsidered a portable infantry support and anti-armorweapon that could be used by a single individual.During the last days of the Star Confederation sever-al of them were retrofitted into the security system ofthe Council Dome in the hopes of taking out a fewinvaders, and a few of them remain active in the bow-els of the complex. These disintegrator rifles havebeen modified to rely on gravity sensors to fire, and

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cannot be fired as normal weapons without extensivemodifications, requiring six hours of work, a Repaircheck (DC 20) and spare parts with a purchase DC of15 and Progress Level penalties apply. The purchaseDC of a disintegrator rifle on Eos would be deter-mined by market forces, but would be at least 50.

The abilities listed above are for a fully chargeddisintegrator rifle.

^ GRAVITY SENSORWhile not the most accurate sensor system cre-

ated by the Star Confederation, it does have theadvantage of being impossible to fool using allknown cloaking technologies. It reads the gravita-tional fields created by all manner of objects in itsproximity and creates a three dimensional map ofsurrounding matter based on this information.While the gravity sensor is not effective at readingminute details and is completely colorblind, it is stilla highly effective sensor unit. Gravity sensors areconsidered to have blindsight with a range of 60feet and weigh 3 pounds.

The gravity sensor found by the PCs has beenjury-rigged and only has a range of 20 feet. It wasequipped to feed its information into the disintegra-tor cannon and has no exterior display for the infor-mation it gathers to be displayed through. Modifyingthe gravity sensor to have some type of monitor ordisplay that would allow the PCs to use it requiressix hours of work, a Repair check (DC 20), and

spare parts with a purchase DC of 18. Gravity sen-sors are PL 9 devices. The purchase DC of a grav-ity sensor on Eos would be determined by marketforces, but would be at least 46.

^ NANITE EMERGENCY MEDICAL KITOnce a common tool among emergency

response teams and military medics of the StarConfederation, most nanite emergency medical kitswere consumed during the war with the vaasi.These devices function by being strapped to apatient, preferably near a wound on the patient, atwhich point the kit automatically activates and dis-penses and swarm of nanites to deal with theinjuries. The process is remarkably fast and effec-tive, but each time it is used a few nanites are lost inthe process, meaning the nanite med-kit will eventu-ally run out of nanites. Attaching a nanite med-kitrequires a full round action. During the attachmentprocess and the following round the patient cannottake any physical actions or he will disrupt thenanites, rendering the nanite med-kit ineffective.Assuming the patient stays put at the end of theround after the nanite med-kit was attached, thepatient is healed 2d8+6 hit points. These devicesgenerally have twenty charges when full, but theone the PCs find only has 4. A nanite med-kit weighs3 pounds. The purchase DC of a nanite emergencymedical kit on Eos would be determined by marketforces, but would be at least 44.

STAR CONFEDERATION DISINTEGRATOR RIFLE

Weapon* PL Damage Critical Damage Range RoF Magazine Size Weight Purchase RestrictionType Increment DC

Rifle 9 6d12 20 Disint. 80 feet. S 20 box Small 3 lb. 50+ NA

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OOPPEENN GGAAMMEE LLIICCEENNSSEE VVEERRSSIIOONN 11..00AAThe following text is the property of Wizards of the Coast, Inc.

and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). AllRights Reserved.

1. Definitions: (a)"Contributors" means the copyrightand/or trademark owners who have contributed Open GameContent; (b)"Derivative Material" means copyrighted materi-al including derivative works and translations (including intoother computer languages), potation, modification, correc-tion, addition, extension, upgrade, improvement, compila-tion, abridgment or other form in which an existing workmay be recast, transformed or adapted; (c) "Distribute"means to reproduce, license, rent, lease, sell, broadcast,publicly display, transmit or otherwise distribute; (d)"OpenGame Content" means the game mechanic and includesthe methods, procedures, processes and routines to theextent such content does not embody the Product Identityand is an enhancement over the prior art and any additionalcontent clearly identified as Open Game Content by theContributor, and means any work covered by this License,including translations and derivative works under copyrightlaw, but specifically excludes Product Identity. (e) "ProductIdentity" means product and product line names, logos andidentifying marks including trade dress; artifacts; creaturescharacters; stories, storylines, plots, thematic elements, dia-logue, incidents, language, artwork, symbols, designs,depictions, likenesses, formats, poses, concepts, themesand graphic, photographic and other visual or audio repre-sentations; names and descriptions of characters, spells,enchantments, personalities, teams, personas, likenessesand special abilities; places, locations, environments, crea-tures, equipment, magical or supernatural abilities oreffects, logos, symbols, or graphic designs; and any othertrademark or registered trademark clearly identified asProduct identity by the owner of the Product Identity, andwhich specifically excludes the Open Game Content; (f)"Trademark" means the logos, names, mark, sign, motto,designs that are used by a Contributor to identify itself or itsproducts or the associated products contributed to the OpenGame License by the Contributor (g) "Use", "Used" or"Using" means to use, Distribute, copy, edit, format, modify,translate and otherwise create Derivative Material of OpenGame Content. (h) "You" or "Your" means the licensee interms of this agreement.

2. The License: This License applies to any Open GameContent that contains a notice indicating that the OpenGame Content may only be Used under and in terms of thisLicense. You must affix such a notice to any Open GameContent that you Use. No terms may be added to or sub-tracted from this License except as described by theLicense itself. No other terms or conditions may be appliedto any Open Game Content distributed using this License.

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7. Use of Product Identity: You agree not to Use anyProduct Identity, including as an indication as to compatibili-ty, except as expressly licensed in another, independentAgreement with the owner of each element of that ProductIdentity. You agree not to indicate compatibility or co-adapt-ability with any Trademark or Registered Trademark in con-junction with a work containing Open Game Content exceptas expressly licensed in another, independent Agreementwith the owner of such Trademark or RegisteredTrademark. The use of any Product Identity in Open GameContent does not constitute a challenge to the ownership ofthat Product Identity. The owner of any Product Identityused in Open Game Content shall retain all rights, title andinterest in and to that Product Identity.

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13. Termination: This License will terminate automaticallyif You fail to comply with all terms herein and fail to curesuch breach within 30 days of becoming aware of thebreach. All sublicenses shall survive the termination of thisLicense.

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15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of theCoast, Inc.

Modern System Reference Document Copyright 2002-2004,Wizards of the Coast, Inc.; Authors Bill Slavicsek, JeffGrubb, Rich Redman, Charles Ryan, Eric Cagle, DavidNoonan, Stan!, Christopher Perkins, Rodney Thompson,and JD Wiker, based on material by Jonathan Tweet, MonteCook, Skip Williams, Richard Baker, Peter Adkison, BruceR. Cordell, John Tynes, Andy Collins, and JD Wiker.

Dawning Star: Operation Quick Launch Copyright 2004,Justin D. Jacobson

Helios Rising, Copyright 2005, Justin D. Jacobson

Shadow Falling, Copyright 2005, Justin D. Jacobson56

SF_01.qxp 02/08/2005 11.33 Page 56

Page 59: D20 Modern - Dawning Star - Shadow Falling (OEF).pdf

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