TEXT: The Modern Dispatch
  The�Hellcrash�Transmission
  Page 1
  Content�Manager:�
  phil�reed,�chris�davis
  Layout:�
  Chris�Davis
  Requires the use of the d20 Modern Roleplaying 
  Game, published by Wizards of the Coast, Inc.
  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. ‘d20 System’ and the ‘d20 
  System’ logo are trademarks of Wizards of the 
  Coast, Inc. and are used according to the terms 
  of the d20 System License version 6.0.  A copy 
  of this License can be found at www.wizards.
  com/d20.
  #40
  The Hellcrash Transmission
  by Phil Reed
  In other news, the Dayar-Kolnaa Corporation reports 
  that one of their mining teams encountered a Class 
  V meteor shower on the spinward side of the Wixxa 
  Nebula. One starship was lost in the accident. Dayar-
  Kolnaa ofﬁcials have claimed a loss of seven billion 
  credits – that’s one expensive wreck!
  The Hellcrash Transmission is a short adventure 
  outline for futuristic D20 Modern campaigns. This is 
  not a complete adventure but, rather, an outline and 
  the tools necessary for the GM to expand the material 
  herein into an adventure that suits his campaign. To 
  use the material in this PDF you will need both the 
  D20 Modern rules and the starship rules from the 
  SRD or futuristic supplement. SkeletonKey Games’ 
  e-Future Tiles series will prove useful if you prefer 
  to use miniatures during your game sessions.
   This adventure outline, and the accompanying 
  material, make some assumptions about your 
  campaign and will be most useful in campaigns in 
  which the following statements are true:
  • The campaign is not a “hard” science setting. 
  Campaigns that are more space opera/adventure 
  movie are the intended target for this Modern 
  Dispatch issue.
  • Starships are not rare or unusual. This adventure 
  assumes that space travel is a standard and common 
  occurrence – individuals either ﬂy their own ships or 
  ride on passenger ships. Starships and space travel 
  are as common for characters as a plane ride is for 
  people of our reality.
  • Space combat is not uncommon. It’s just another 
  exciting adventure when the player characters have 
  to engage the enemy while ﬂeeing from some world 
  or other. 
  • The campaign is packed with action. If things aren’t 
  exploding, how much fun can the game really be?
  This adventure outline is very rigid and linear in 
  design. As a site-based adventure, consider this a 
  dungeon crawl in space more than a work of epic 
  storytelling. As the player characters are led into the 
  situation they can do little more than react to their 
  surroundings.
  The Hellcrash Transmission does not feature combat 
  and is intended for characters of all levels.
  The remaining information in this PDF is for the 
  GM’s eyes only. Players please read no further.
  Open Game Content
  All of the text in this PDF, with the exception of 
  the product identity, is presented as open game 
  content. While this means absolutely nothing to your 
  campaign it does give other publishers permission 
  to use this material as long as they follow the open 
  game license (see the end of this PDF).
  About the Author
  Philip Reed has been working professionally in 
  the roleplaying game industry since 1995. In that 
  time he has worked for such companies as Atlas 
  Games, Privateer Press, and Scrye magazine. Today 
  
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  The�Hellcrash�Transmission
  Page 2
  Philip spends his days at home running Ronin Arts, 
  writing and designing new games, and watching 
  DVDs. To learn more about Philip Reed – and Ronin 
  Arts – please visit www.roninarts.com and  www.
  philipjreed.com.
  Adventure Summary
  The player characters, while traveling through a 
  lighty-used merchants’ lane, encounter a derelict 
  starship. As they close to investigate their starship’s 
  systems automatically shutdown and they’re drawn 
  to the derelict where their computers – which they no 
  longer control – initiates a docking procedure with 
  the unidentiﬁed ship. Once onboard they encounter 
  an alien artifact and must save themselves and their 
  ship before the artifact destroys them all.
  Adventure Setup
  In order to run this adventure as written the player 
  characters need to be in possession of their own 
  starship and enroute to a planet or system – this 
  adventure is a side-story that should be completely 
  unexpected by the players. If the player characters 
  do not own their own starship you will need to 
  construct an incident in your campaign in which they 
  are temporarily loaned a ship. In the unlikely event 
  that the player characters do not possess the skills 
  necessary to pilot a starship they can be assigned one 
  with a robotic pilot or crew.
  At about the half-way point of their journey the 
  starship’s sensors beep a detection alert. The 
  adventure has begun.
  Detection and Malfunction
  The unidentiﬁed starship is detected at the very edge 
  of the ship’s sensor range. A DC 20 Computer Use 
  check indicates that the ship is an ultralight courier. 
  A second DC 20 Computer Use check brings the 
  unidentiﬁed ship into focus – hand the players the 
  ship’s illustration (see the end of this PDF).
  Any transmissions directed at the starship are left 
  unanswered and sensor sweeps indicate that all 
  systems aboard the ship are shutdown.
  At this point the player characters should move in 
  closer to investigate. If they fail to investigate, or 
  the moment they are within 10,000 ft. of the ship 
  if they do move in closer, all of their sensor and 
  computer systems red green and then display nothing 
  but green-colored static. No matter the actions 
  attempted the starship’s controls and systems are no 
  longer accessible to the player characters. They ﬁnd 
  themselves watching helplessly as their ship docks 
  with the derelict.
  Aboard the Derelict
  Once docking is complete the player characters 
  ﬁnd themselves looking down an access tube into a 
  dark, quiet starship. The air is breathable and smells 
  stale, old, as if it has been left stagnant for centuries. 
  Personal scanners detect an unusual power source 
  deep within the derelict.
  6. Engineering
  The docking tube connects to the ship’s engineering 
  station. The characters can descend into the ship 
  using ropes or whatever other means they may 
  possess. None of the derelict’s systems are active so 
  the gravlift that would normally transport characters 
  and cargo into this section is inoperable.
  Within this room the characters will ﬁnd several 
  storage lockers ﬁlled with tools and equipment – all 
  state-of-the-art but the circuits of computerized and 
  electronic equipment has friend rendering them 
  worthless – and terminals that display the same green 
  static the player characters saw onboard their own 
  ship.
  Foreshadowing
  If you wish, you can foreshadow this adventure with the following rumors, overhead when the player 
  characters are onboard a starport, visiting a cantina, or are otherwise amongst feller star travelers. To use 
  these rumors have the player characters make a Gather Information check and consult the following table. 
  The characters overhear all of the rumors up to and including the result of their roll.
  Rumor Gather Information Roll
  The Dayar-Kolnaa Corporation recently lost a starship on the spinward side of the Wixxa 
  Nebula.
  10
  Survivors the Class V meteor shower that hit the Wixxa Nebula reported the Dayar-
  Kolnaa Corporation had picked up an alien artifact.
  15
  The alien artifact was lost when the Dayar-Kolnaa ship was lost.
  20
  The artifact was an unstable, alien power source thousands of years old. 
  25
  The lost starship is still out there, intact and waiting to be salvaged.
  30
  
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  The�Hellcrash�Transmission
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  A corpse is slumped against one of the terminals. 
  Once an elderly human man, the corpse is now a 
  charred pile of ﬂesh and bone. Scanning the corpse 
  registers high radiation and the same unusual power 
  signature that radiates from deeper in the ship. 
  There’s nothing of value on the corpse.
  A door in this room is jammed open and will not 
  close.
  5. Datacenter II
  The Hellcrash-Class courier design features two 
  datacenters, each of which is a massive electronic 
  library and communications center. Whatever 
  information the starship carries during a mission 
  is hidden within the ship’s datacenter – by burying 
  information within information it’s better hidden 
  than it would be attempting to encrypt it and place it 
  on its own system or disk. As a security measure the 
  datacenter completely erases all stored information 
  during any sort of power failure or information 
  warfare attack.
  Signs of a struggle, including laser ﬁre marks and 
  shattered computer systems, are all that can be found 
  in this room.
  The door opening into Area 3 is jammed shut. A DC 
  25 Strength check is required to break the door open. 
  If attacked, the door has Hardness 15 and 20 hit 
  points.
  4. Fire Control
  Connected to the ship’s storage compartment (Area 
  3, see below), this is the gunnery station. A crew 
  member in this station can ﬁre the ship’s single laser. 
  In addition to gunnery duty this cramped chamber 
  was also used as a secondary storage hold: assorted 
  personal equipment is scattered throughout this area. 
  3. Storage
  A large door in the ceiling is used to load and remove 
  cargo from this chamber. At this time the door is 
  frozen in place and welded. Whatever happened to 
  the ship the crew thought it in their best interest to 
  seal the large cargo bay door.
  Various crates are scattered across this area, all of 
  which have been smashed open and are spilling their 
  contents – circuit boards and storage devices – across 
  the hold. One wooden ﬁve foot by ﬁve foot crate lies 
  in splinters in one corner of the hold. Scanning the 
  crate registers the highest levels yet of the unknown 
  power.
  2. Datacenter I
  Other than a corpse this room is identical to the ship’s 
  second datacenter (Area 5). The corpse was once a 
  human female roughly thirty years of age. Her body 
  is fried much like the corpse found in Area 6; even 
  the strange power signature radiates from her body.
  The door connecting to the cockpit (Area 1) has been 
  blown out by an explosive device – twisted metal 
  fragments litter the ﬂoor in this area.
  Sensor readings in this room indicate that the source 
  of the unidentiﬁed power is directly ahead, through 
  the twisted cockpit door.
  1. Cockpit
  Entering the cockpit the player characters discover 
  four more corpses, one of which is glowing a dull 
  green. Investigating the cockpit the player characters 
  will ﬁnd some personal weapons and equipment, an 
  assorted number of credsticks, and other personal 
  effects. Any character that moves within 5 ft. of the 
  glowing corpse feels a strange sensation wash over 
  him and must make a DC 20 Willpower save or drop, 
  stunned for 2d4+2 rounds.
  A character that succeeds this Willpower save ﬁnds 
  himself in communication with the source of the 
  ship’s problems, an entity that had existed within the 
  alien artifact (see box) that the Atlantis had picked up 
  just days before the ship and crew went dead.
  The Alien Artifact
  The artifact was a large statue that an ancient, 
  millions of years old god-like entity had 
  possessed. The entity, immortal, incorporeal, and 
  blessed with unfathomable power, has existed 
  since the beginning of time and frequently 
  moves between vessels. The entity exists only to 
  collect knowledge and information even though 
  doing so destroys whatever it has come into 
  contact with.
  After the crew of the Atlantis brought the statue 
  onboard the entity broke free of its crate and 
  quickly inﬁltrated the ship’s computer system. 
  Within seconds it had gathered all of the 
  information the ship carried and then moved 
  to the crew. All told, less than twenty seconds 
  passed from the instant the entity left the statue 
  until it ﬁnally settled in the corpse of a just-
  killed crew member. The ship has been ﬂoating 
  out here for weeks during which time the entity 
  grew lonely. It has tried many times to lure 
  other ships within its sphere of inﬂuence but, 
  unfortunately for the player characters, it was 
  unlucky in its attempts – until now.
  Once the player characters boarded the ship the 
  entity grew scared. For the ﬁrst time since its 
  birth it was unable to leap free of a spent vessel 
  to a new one. Something has changed within the 
  entity and it now sees its death is close at hand.
  
  The Modern Dispatch
  The�Hellcrash�Transmission
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  The entity is a god-like being that is dying. The 
  player characters, in communicating with the being, 
  prove to it that it is now no more powerful than a 
  mortal. The entity communicates with one or more 
  of the player characters for a few rounds, answering 
  questions cryptically and asking several of its own, 
  after which it realizes that its time is at an end. The 
  entity begs them to remember it and its knowledge 
  and then fades to nothing. Any player characters 
  that were in communication with the entity will hear 
  it speaking in their mind for weeks to come – any 
  Knowledge checks for 2d6+4 days following the 
  contact with the being are made with a +4 awakened 
  bonus (see below).
  Awakened: A character that comes into contact with 
  a god-like entity may be blessed with insight into 
  the universe. This is represented as an awakened 
  bonus. Awakened bonuses are temporary though they 
  frequently last for several days.
  If the characters continue to fail their Willpower 
  saves the entity talks to them directly. They do not 
  gain the awakened bonus to Knowledge checks but 
  they do have a few seconds of interaction with the 
  being before it ceases to exist.
  Concluding the Adventure
  Once the player characters have dealt with the alien 
  artifact – either by communicating with the artifact 
  or through the help of the GM – the Atlantis and 
  their own ship reset. The Atlantis is in terrible shape 
  and in no condition to ﬂy on its own but it could be 
  towed to the nearest starbase or planet. If you do 
  not want the players to keep the Atlantis members 
  of the Dayar-Kolnaa Corporation will be awaiting 
  at whichever destination the player characters chose 
  – the corporation will pay handsomely for the return 
  of the ship. Of course, there’s a very good chance 
  the player characters will do everything possible to 
  retain ownership of the Atlantis – dealing with the 
  aftereffects of this short adventure could be a series 
  of adventures as they attempt to repair the ship and 
  stay free of the “evil” corporation’s clutches.
  For more ideas on using derelict starships in your 
  campaign, including a large number of possible 
  disasters and complete statistics and a key for a 
  multi-level starship, see Ronin Arts’ Future: Starship 
  13 available now at www.rpgnow.com, www.
  drivethrurpg.com, and e23.sjgames.com.
  Hellcrash-Class Template 
  (PL 7)
  The Hellcrash-class template can be applied to any 
  PL 6 courier or escort ultralight or light starship. The 
  starship’s design specs should be adjusted as follows.
  Hit Dice: Increase by +1d20.
  Engine Upgrade: Induction engine (tactical speed 
  +1,000 ft.).
  Sensors Upgrade: Class IV Sensor Array, Improved 
  Targeting System.
  Special System Upgrade: Atmospheric streamlining,  
  nanite shielding.
  Crew: +2.
  Passenger Capacity: Reduce to 0.
  Cargo Capacity: +2,000 lbs.
  Hellcrash-Class Courier (PL 7)
  This Hellcrash-class courier, identiﬁed only 
  as Atlantis, was constructed three years ago by 
  an unidentiﬁed corporation. The Atlantis is an 
  experimental starship design used in exploring 
  nearby systems. The Atlantis typically operates with 
  an escort or corvette but was separated from its 
  companion during a brutal meteor shower. The ship 
  is now a derelict, ﬂoating in deep space, its unusual 
  cargo constantly transmitting a bizarre alien signal.
  Type: Ultralight 
  Subtype: Courier
  Defense: 11 
  Flat-footed Defense: 9 
  Autopilot Defense: 8
  Hardness: 20 
  Hit Dice: 9d20 (180 hp) (currently 50 hp)
  Initiative Modiﬁer: +2 
  Pilot’s Class Bonus: +3 
  Pilot’s Dex Modiﬁer: +2 
  Gunner’s Attack Bonus: +3 
  Size: Gargantuan (–4 size) 
  Tactical Speed: 4,000 ft. (8 sq.) 
  Length: 45 feet 
  Weight: 90,000 lb.  
  Targeting System Bonus: +2 
  Crew: 6 (trained +4) 
  Passenger Capacity: 0 
  Cargo Capacity: 11,000 lb. 
  Grapple Modiﬁer: +12 
  Base Purchase DC: 55 
  Restriction: Licensed (+1)
  Attack: Laser +0 ranged (6d8)
  Attack of Opportunity: None
  Standard PL 7 Design Specs:
  Engines: Induction engine, thrusters
  Armor: Polymeric
  Defense Systems: Autopilot system, damage control 
  system (1d10)
  Sensors: Class IV sensor array, improved targeting 
  system
  Communications: Laser transceiver, radio 
  transceiver
  Weapons: 1 laser (range incr. 3,000 ft.)
  Grappling Systems: Grapplers
  Special Systems: Atmospheric streamlining, nanite 
  shielding.
  
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  The�Hellcrash�Transmission
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  New Starship Special 
  Systems
  While defensive, weapon, armor, engine, and various 
  other types of starship systems are easily classiﬁed 
  there is a selection of items that do not ﬁt neatly into 
  an existing category. For simplicity, unusual systems 
  that defy categorization in the existing areas are 
  presented here, as special systems.
  To build a special system from scratch, a character 
  must succeed at a Craft (electronic) check (DC 
  30) and a Craft (mechanical) check after investing 
  60 hours in its assembly. A character without an 
  electrical or mechanical tool kit takes a –4 penalty on 
  the appropriate skill check. The character must also 
  make a Wealth check against the system’s purchase 
  DC.
  Installing a special system requires a successful Craft 
  (mechanical) check (DC 30) after investing 30 hours. 
  A character without a mechanical tool kit takes a –4 
  penalty on the skill check.
  Different types of special systems are detailed below.
  Minimum Ship Size: The minimum size the starship 
  must be to use this type of special system.
  Purchase DC: The purchase DC of the system.
  Restriction: The level of license required to purchase 
  the system legally.
  Atmospheric Streamlining (PL 6)
  Smaller starships can be constructed to operate 
  efﬁciently in a planetary atmosphere. Such ships 
  feature wings and maneuvering foils and are designed 
  more like an aircraft than a starship. When ﬂying a 
  starship outﬁtted with atmospheric streamlining in a 
  planetary atmosphere, the pilot of the starship gains a 
  +2 equipment bonus to Pilot checks.
  Maximum Ship Size: Only light and ultralight ships 
  may use atmospheric streamlining.
  Purchase DC: 10 + one-half the base purchase DC 
  of the starship.
  Restriction: –
  Nanite Shielding
  As nanocolonies and nanoviruses become more 
  common, starship designers strive to protect their 
  creations from nanite attacks. Nanite shielding is a 
  special system of nanocolonies that operate together 
  to protect their host starship from nanovirus attack 
  and infection. A starship outﬁtted with a nanite 
  shield resists all nanite attacks 50% of the time. This 
  is a highly experimental system limited to military 
  use. Few starships have been outﬁtted with nanite 
  shielding and most citizens of the galaxy don’t even 
  know that the equipment exists.
  Maximum Ship Size: No maximum.
  Purchase DC: 25 + one-half the base purchase DC 
  of the starship.
  Restriction: Military (+3).
  SkeletonKey Games
  The Hellcrash-Class starship’s deckplan (see the 
  end of this PDF) was created using SkeletonKey 
  Games’ e-Future Tiles product line. While the 
  information in this adventure is perfectly usable 
  on its own you can use SkeletonKey Games’ 
  tile sets in order to construct a miniatures-scale 
  version of the Hellcrash-Class courier. For more 
  information please visit www.skeletonkeygames.
  com.
  
  The Modern Dispatch
  The�Hellcrash�Transmission
  Page 6
  OPEN GAME LICENSE
  OPEN GAME LICENSE Version 1.0a
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  15 COPYRIGHT NOTICE
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
  Modern System Reference Document Copyright 2002, Wizards of 
  the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, 
  Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip 
  Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, 
  Andy Collins, and JD Wiker.
  System Reference Document Copyright 2000-2004, Wizards of the 
  Coast, Inc.: Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Bruce R. Cordell, based on original material by E. Gary Gygax and 
  Dave Arneson. 
  Modern Dispatch #40 2005, Ronin Arts; Author Phil Reed
  OPEN GAMING CONTENT
  Designation of Product Identity: The following terms are designated 
  as product identity as outline in section 1(a) of the Open Gaming 
  License: Modern Dispatch, .
  Designation of Open Gaming Content: The following sections of 
  Modern Dispatch #40 is designated as open gaming content except for 
  terms deﬁned as product identity above.  All illustrations, pictures, and 
  diagrams are Product identity and property of Ronin Arts™.
  All the text is open content.
  
  1
  DECK PLAN
  HELLCRASH-CLASS
  Courier Ship
  1. Cockpit
  2. Datacenter I
  3. Storage
  4. Fire Control
  5. Datacenter II
  6. Engineering
  2
  3
  4
  5
  5
  6
  
  HELLCRASH-CLASS
  Courier Ship
  SILHOUETTE VIEW – FRONT
  TOP VIEW
  
SOURCE: textdata/thevault/The Modern Dispatch/The Modern Dispatch 040 - The Hellcrash Transmission.pdf