TEXT: 1
  
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  DESCENT
  STARS 
  WITHOUT
  NUMBER
  Compatible Adventure
  by Davide Tramma
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  CREDITS
  Special thanks to Kevin Crawford author of
  STARS WITHOUT NUMBER  and 
  SINE NOMINE PUBLISHING
  by ANGRY GOLEM GAMES
  Written by Davide Tramma
  Cover Artist Davide Tramma
  Interior Artist Davide Tramma and many other who made available 
  for free their great images. 
  ©2020 Angry Golem Games
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  TABLE OF CONTENTS
  ADVENTURE BACKGROUND
  About the Subroutine
  THE MISSION
  FOR THE GAME MASTER
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  In this episode
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  Planet DLB Delta
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  Duergars
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  Subterranean Complex
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  Doors
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  Atmosphere Inside the Subterranean Complex
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  Nuclear Transmutator
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  Keep Track of Time
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  Fuel Units
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  Npc Crew
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  Hobgoblin Assault Squad
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  XP awards
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  Equipment
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  About the Power Core
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  About the Hobgoblin Battleship
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  Chapter 1 - Fitting the Ship
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  Chapter 2 - The Journey
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  Chapter 3 - The Landing
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  Chapter 4 - Underground
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  Chapter 5 - Coming Back!
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  Adventure Hooks
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  CHAPTER I - FITTING THE SHIP
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  Moving the Mining Machinery
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  Modifying the Combustion Engines
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  Reinforcing the Hull
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  Modifying the Refining Machinery
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  CHAPTER 2 - THE JOURNEY
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  Setting the Course
  Downtime Activities
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  The Journey
  Hazards
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  Descend
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  CHAPTER 3 - THE LANDING
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  Landing Site Alpha
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  Landing Site Beta
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  Landing Site Gamma
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  To the Mountain
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  CHAPTER 4 - UNDERGROUND
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  The Gate
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  A. Entrance
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  Elevator Tube 1
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  B. Quarters
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  Corridor A
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  C. Shuttle Bay
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  C. Coil Cannon
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  CHAPTER 5 - COMING BACK!
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  Taking off
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  Target Locked!
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  Way Back Home
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  ENDING
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  Possible Endings
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  Adventure Award
  The Next Episode
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  Elevator Tube 2
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  E1. Storage Area 1
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  E2. Storage Area 2
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  E3. Storage Area 3
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  E4. Storage Area 4
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  F. Rocket Launch Pod
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  Corridor B
  Elevator Tube 3
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  G. Nuclear Reactor
  Hobogoblin Battleship in Orbit!
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  APPENDIX
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  Npc
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  Nuclear Transmutator
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  Alien Database
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  New Weapons
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  The Sawshark
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  ADVENTURE BACKGROUND
  In episode 1 “Distress Call” the PCs managed to retake control of the Sawshark and the 
  Subroutine escaped by installing itself on the rescue shuttle, the Farseer, leaving the 
  players to their own fate.
  The Subroutine eventually took with it some mining drones, the Kalimar, which are 
  now hidden in the asteroid belts.  Their position is unknown. However, the Farseer had 
  a completely different fate. It headed straight toward the Cerberus outpost to crash and 
  self-destroy against the outpost hull close to the main power core, leaving the Cerberus 
  with hardly any energy. Before crashing against its target the Subroutine sent a signal 
  directed to the Cerberus, this was a virus which took control of the communication 
  system and sent a transmission into outer space to an unknown position.
  A Hobgoblin battleship was crossing the space at warp speed when they received the 
  transmission. The Hobgoblin are always on the hunt. Thinking this was their lucky 
  day they didn’t waste a single minute to change their course and head to the source 
  of the transmission. When the Hobgoblin battleship arrived close to the asteroid belt, 
  the Cerberus was relying on its emergency batteries. Captain Tibb, commander of the 
  Cerberus, detected the battleship warp signature and ordered the shutdown of the main 
  systems, thus leaving only the vital support active in order to avoid detection from the 
  Hobgoblin’s battleship long range scanners. 
  Now the Cerberus has two serious problems to face. The first is repairing and restoring 
  the power core and the second is to avoid detection from the Hobgoblin battleship.
  Repairing the power core is something the crew and engineers can accomplish, but the 
  restoration is not possible without a radioactive source which can work as the initial 
  spark to reactivate the core.
  The task of the PCs is to reach the fourth planet of the star system and recover enough 
  radioactive material which will allow the power core reactivation.
  All this must be accomplished in no more than ten days, that is before the batteries run 
  out of energy leaving the whole outpost without vital support.
  ABOUT THE SUBROUTINE
  The Captain explains that when they detected the Farseer shuttle approaching, he had 
  no idea  what was about to happen.  He just thought the PCs were coming back and 
  
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  that the mission failed, so he immediately hailed at the shuttle but no one responded. 
  However, the Cerberus’ main ICS (Integrated Computer System) detected a very low 
  incoming frequency transmission from the Farseer. At that point, everything happened 
  very fast. 
  The Captain explains that something took control of the sub-space communication 
  system and managed to send a transmission into outer space to an unknown location. 
  All of this lasted just a few seconds, and in some way the Cerberus ICS managed to 
  isolate and block whatever took control of the communication system. However, the 
  transmission had already been sent at that point.
  For the Gamemaster: the incoming transmission was the Subroutine which was not 
  developed enough in order to infect and take control of the Cerberus ICS. 
  Indeed the ICS anti-virus and firewall resolved the threat quickly, but not fast enough to 
  stop the transmission. The players should tell Captain Tibb what they know and what 
  they have discovered on the Sawshark.
  ABOUT THE POWER CORE
  The Captain explains that when the transmission was sent into outer space, the shuttle 
  accelerated at maximum speed heading straight to the deck where the main power core 
  was located. The crash completely destroyed the deck and compromised the power core 
  containment chamber. The outpost didn’t explode thanks to the safety countermeasures 
  which turned the reactor off and invaded the chamber with refrigerating foam. However, 
  this was an extreme countermeasure. 
  Now the reactor is not working and in order to turn it on again, a considerable amount 
  of radioactive material is required. The stock present on board is enough only for routine 
  maintenance and not for an extreme situation like this. At the moment the Cerberus is 
  operational thanks to the emergency batteries.
  ABOUT THE HOBGOBLIN BATTLESHIP
  Less than one hour after the transmission was sent into outer space, a vessel emerged from 
  warp. Scanning immediately identified the ship as a fully armed Hobgoblin battleship. 
  The captain was left with little or no choice but to shut down any active system in 
  order to avoid detection.  This would leave only the life support active so that any 
  active scanning coming from the battleship could not be distinguished by the Cerberus 
  amongst the thousand asteroids orbiting in the belt. Without energy the Cerberus can’t 
  engage a battle against the well-armed Hobgoblin battleship, so the enemy vessel must 
  be avoided if the crew and the PCs want to survive.
  
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  The PCs will have to recover radioactive minerals from DLB01.04 DELTA, the fourth 
  planet of the star system. A radioactive mineral deposit was detected during a scientific 
  survey conducted by the now destroyed Farseer shuttle. 
  The shuttle sensors detected a high concentration of these minerals in a specific location 
  on the planet’s northern hemisphere, but the thick atmosphere and the electromagnetic 
  activity prevented the sensors from identifying the exact source composition and the 
  surface topography.
  The whole mission is made of 5 chapters, see below in the description what each chapter 
  contains.
  CHAPTER 1 – FITTING THE SHIP
  The PCs have to refit the Sawshark in order to land safely and extract the minerals from 
  the planet’s surface. The Sawshark is not made to fly through dense atmosphere and to 
  land on high gravity planets. It was projected to operate in space where gravity is low 
  and its structure, being too fragile, needs to be reinforced in order to resist the structural 
  stress caused by entering a planet’s gravitational field.
  CHAPTER 2 – THE JOURNEY
  As we said, the Hobgoblin battleship is nearby. If the PCs want to make it then they 
  have to go undetected and this means traveling to the planet by unconventional means; 
  in other words, moving the ship by using the combustion engines alone. 
  The push will last around one minute and then the engines will be shut down. At this 
  point the Sawshark will travel by inertia into the planet’s atmosphere and land. 
  As you can guess this way of traveling implies making exact route calculations.
  CHAPTER 3 – THE LANDING
  If the PCs and the engineers on the station have accomplished their job, the Sawshark 
  should be all in one piece and, at this point, ready to land. The PCs will have to choose 
  between three possible landing sites, each with its own pros and cons. 
  Again, while scanning the landing sites close to the radioactive deposit the PCs will 
  discover that they are not in front of a natural formation because the scanners will reveal 
  an artificial underground building from where the radioactive signature emanates.
  THE ISSION
  
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  CHAPTER 4 – UNDERGROUND
  The PCs will discover an entrance to the mountain which was supposed to be the 
  radioactive deposit. The radioactive emissions are strong and scanning reveals an 
  artificial structure which runs 150 feet below the surface. 
  Down there they discover the radioactive source and the presence of weird creatures, 
  as well as a magical-technological device called the Nuclear Transmutator (see 
  Appendix: Nuclear Transmutator).
  CHAPTER 5 – BACK
  Once the PCs have explored the underground complex they can return to the Cerberus. 
  At this point they will have recovered much more than an ordinary radioactive mineral.  
  They will take with them the magical-technological device which will reactivate the 
  power core.
  
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  IN THIS EPISODE
  In this five chapter episode, the PCs help the Cerberus crew to restore the power core, 
  explore the underground complex, retrieve the Nuclear Transmutator and have their 
  ship, the Sawshark, upgraded.
  Before leaving the planet they handle with the Hobgoblin battleship thanks to a Coil 
  Cannon they find in the underground complex, leaving the wrecked battleship to its 
  own fate. The Subroutine will take advantage of this situation to improve itself and 
  prepare for the next move (see Ending)
  PLANET DLB DELTA
  Diameter standard Earth
  Mass standard Earth
  Gravity standard Earth
  Atmosphere see below
  Day 7 days; Year 28 days
  VISION AND LIGHT
  Vision capability, due to the planet’s thick atmosphere and the brown star that the planet 
  orbits around, is limited. Apply a -2 penalty to Notice skill checks.
  PLANET ATMOSPHERE & ENVIRONMENTS
  It has an average surface temperature of -50° and its thick atmosphere is mainly composed 
  by ammonia 70%, carbon dioxide 10%, methane 10%, and oxygen 5%. 
  The planet presents some peculiar environments and natural phenomena like Crystal 
  Trees, Methane Clouds, Mud Pools, Magic and Radiations.
  CRYSTAL TRESS
  The planet hosts a sort of vegetable life form which developed and adapted to the cold 
  and harsh planet environment. Their composition has crystal like structure but far more 
  resistant. Crystal trees usually grow in small clusters of a few dozen. 
  They are composed by silicates and rare earths, turning them into precious resources 
  FOR THE GAE ASTER
  
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  for those who need these expensive metals.
  METHANE CLOUDS
  Even if most of the planet atmosphere is composed by ammonia, a raw 10% is composed 
  by gaseous methane. This gas forms cluster which looks like clouds but due to its weight 
  they generally exist at lower altitudes. 
  When temperatures rise, due to natural day-night or seasonal cycles, they become 
  extremely volatile. Methane clouds pose a threat to ships flying at low altitudes because 
  they are highly inflammable.
  MUD POOLS
  This environment is quite common on the planet, especially close to its equator, they 
  usually form when liquid ammonia reach a high salt concentration and mix with silicate 
  dust. Mud pools vary in size and depth depending on the terrain topography and usually 
  form within mountain valleys or depressed plains. These mud pools host life forms, 
  from bacteria to more complex creatures, some of them dangerous.
  The first issue with mud pools is movement, and if the PCs choose the Landing Site 
  Beta (see Chapter 3: Landing Site Beta for more details) they will have to overcome this.
  However the mud pools on the planet have one more feature, they may contain traces of 
  trapped methane, so whenever the mud is subject to a high temperature effect like fire, 
  laser or explosions . There is a 10% chance that the methane emanating from the surface 
  catches fire, causing an explosion within a 10-feet radius and dealing 2d6 fire damage.
  MAGIC AND RADIATIONS
  The radiation leak coming from the subterranean nuclear reactor has affected both the 
  Nuclear Transmutator, the planet´s environment, and the alien biology on the planet. 
  Most of the native creatures on the planet, especially those thriving in the reactor 
  surroundings, have evolved outside the ordinary bonds of natural evolution and have 
  developed innate magic abilities which conform to their role in the planet ecology. All 
  the new creatures detailed in this adventure possess a spell-like ability which make them 
  more dangerous than usual.
  DUERGARS
  In this episode the Duergar race is presented. Duergars are a race akin to dwarves in 
  many aspects. For the purpose of this adventure the PCs have the chance to meet a 
  handful of survivors inside the subterranean complex. The complex was built by the 
  
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  Duergars two centuries ago. A second mission was sent to investigate and replace the 
  previous one. The survivors encountered by the PCs belong to this second mission.
  The Duergars home planet follows a wide and inclined orbit around the star and its 
  orbital period is 190 standard years, but it gets close enough to the fourth planet (the 
  planet where the PCs will actually land on) only for a short period of time for the 
  Duergars to make a mission affordable, considering their actual level of technology. 
  Duergars had never established a first contact with an extraterrestrial intelligent species. 
  At the moment five survivors inhabit the subterranean complex and it’s impossible for 
  them to both repair the nuclear reactor and dispose of enough energy to send a signal to 
  their home planet asking for aid. 
  When the PCs establish a first contact with the Duergars it will be up to them how to 
  manage the encounter and, being technologically more advanced, they will have the 
  option to help the Duergars or get rid of them. If the PCs decide to help the Duergars, 
  then they eventually join to become part of the crew (see Appendix: NPC).
  Duergars goal: Duergars may have a different reason to join the PCs crew. For the 
  purpose of this adventure they are obviously interested in establishing a first contact 
  with an intelligent alien species and eventually come back to their home planet to tell 
  the story, provided someone there believes them of course. 
  However as a GM you may have other goals in mind especially if you want to employ 
  this adventure as a tile for your personal campaign or setting.
  SUBTERRANEAN COMPLEX
  The subterranean complex hosts a fission nuclear reactor which was built two centuries 
  ago during the Duergars first mission (see above Duergars for more details). 
  The complex had the purpose to conduct secret experiments on nuclear energy and 
  arcane magic, thus the technology appears ancient and obsolete in the eyes of the PCs. 
  At that time the Duergar race was just exploring this new source of energy and was 
  experimenting space travel with no significant success. However, in order to fill the 
  technological gap, the Duergars built a magical artifact called the Nuclear Transmutator 
  (see minor artifact Nuclear Transmutator) which, by employing a tremendous amount 
  of power produced by nuclear fission, could help to manipulate space-time and finally 
  open the doors toward space exploration. At least this was their hope. 
  The experiment with nuclear fission and arcane magic eventually went wrong because 
  they could not fully master the raw energy produced. All the occupants inside the 
  nuclear plant were wiped out. For 187 years the planet, the nuclear reactor, and the 
  Nuclear Transmutator were forgotten, until 13 years ago, when the Duergars decided 
  
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  to prepare a second mission to retake control of the subterranean complex. The journey 
  lasted 3 years from their home-planet due to their technological limitations, but finally 
  they landed again on the planet. What they found was a completely different landscape. 
  The planet atmosphere changed radically as well as the whole biosphere. 
  Their ship, totally unequipped to face such a harsh and unexpected environment crashed 
  on the surface miles away from the complex, and the few survivors headed toward the 
  subterranean complex hoping to find a place where their lives would be saved. 
  They eventually reached the subterranean complex where they remained trapped.  
  Left to their own fate, they waited for their planet to get close enough in order to re-
  establish communications with their people, an event that would have required decades. 
  At the moment the nuclear reactor is damaged and the Duergars can’t fix it, not the 
  same can be said for the PCs, who know how to easily deal with that kind of technology.
  DOORS
  Inside the subterranean complex the PCs find automated doors. Once the PCs repair the 
  Control Room (see Chapter 4: Control Room) they are able to remotely control the doors 
  system. As a general rule, a door, due to the old age of the complex, may or may not be 
  working. Any automated door has 50% of being operational unless stated otherwise. 
  A door can be repaired by a DC 7 Fix skill check or it can be forced with a DC 10 Exert 
  skill check.
  ATMOSPHERE INSIDE THE SUBTERRANEAN COMPLEX
  The sensors detect a higher than average presence of carbon dioxide (see Deep Scanning 
  Map), so the air is breathable but it affects in some way the metabolism of those who 
  breath conventional atmosphere. Duergars, for the purpose of this adventure as well for 
  the future campaign setting, can tolerate higher concentration of carbon dioxide, other 
  races do not. 
  After one hour of breathing the air inside the subterranean complex each PC suffer a -2 
  penalty on attacks and skill checks.
  NUCLEAR TRANSMUTATOR
  The Nuclear Transmutator is a minor artifact made by the Duergars. The artifact is 
  capable of converting matters and reassemble it at an atomic level. However, it requires 
  a tremendous amount of power in order to work properly. 
  For the purpose of this mission the artifact can easily substitute any radioactive material 
  and it can be employed to restart the Cerberus power core. 
  
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  The PCs, once the mission is over, can dispose of the Nuclear Transmutator and analyze 
  it (see Appendix: The Nuclear Transmutator).
  KEEP TRACK OF TIME
  Many paragraphs indicate how much time is required to accomplish a specific task. 
  Remember the Cerberus station is short of energy and its vital support is slowly failing. 
  As a GM you should keep track of time or ask one of the players to take care of this 
  detail. 
  After 10 days the vital support on the Cerberus stops working, so this is the time limit 
  to accomplish the mission.
  FUEL UNITS
  The Sawshark is projected to rely on the combustion engines for a limited amount of 
  time and in situations where swift maneuvers across asteroids are essential. 
  Its fuel tanks capacity however are too small to land on a planet and take off.
  In this adventure we will refer to what we call Fuel Units as a custom made rule which 
  measures how much fuel is left in order to accomplish the mission; go, land and back. 
  The Sawshark fuel tanks have a capacity of 60 fuel units but these will be extended to 80 
  thanks to a technical improvement (see Chapter 1: modifying the refining machinery for 
  more details). 
  During the landing (see Chapter 2 – the landing protocol) there is a chance that the Sawshark 
  consumes more fuel than expected and this will depend on the pilot skill check and the 
  descent pilot modifier (see Chapter 1 – modifying the combustion engines). In other words, 
  just take notes of the fuel units and decrease the amount as stated in the adventure.
  NPC CREW
  In this module four NPC engineers aid the PCS in many tasks. 
  Some NPCs are temporary, other are more important and sometime team-up with the 
  PCs in a long term perspective. It means they will earn XP thus improving their skills, 
  if the players are willing to keep them at their side. 
  When experience points are awarded, the experience is split among the PCs normally, 
  then every NPCs receive an amount of experience equal to (NPCs level) / (PCs average 
  level) multiplied for the experience awarded to each PC. 
  If you played the previous episode, Distress Call, and the medical officer corporal 
  Wassily survived, he should still be with the party and thus following the PCs in this 
  adventure.
  
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  In this adventure the four NPC engineers are detailed: Tzaru, Karsk, Sah’Ah Mal and 
  Numa. 
  They are the four engineers assigned by Captain Tibb in order to help the party to refit 
  and improve the Sawshark and to follow them on the planet to accomplish the mission. 
  In the Appendix under the NPC section you can find their data sheet and background. 
  During the adventure the NPC occasionally offers help by expressing suggestions and 
  opinions about critical situations if the PCs can’t figure out what is going on.
  HOBGOBLIN ASSAULT SQUADS
  Once the Hobgoblin battleship reaches the planet orbit (see Control Room for more 
  details) they send an assault squad to occupy the subterranean complex, probably 
  destroying the main gate and looking for whoever is inside the complex with the only 
  purpose to capture them. 
  We assume the PC, who know the terrain better, get rid of the assault squad and organize 
  a counter attack directed at the battleship by firing the Coil Cannon straight at the 
  battleship’s hull (see Coil Cannon and Hobgoblin battleship in orbit! for more 
  details).
  Hobgoblin assault squad: 20 marauders (see Appendix: New Creatures - Hobgoblin).
  Increase the number of marauders composing an assault squad or send more than one 
  assault squad if you are confident it can be an interesting challenge for the PCs, especially 
  if they decide to cooperate with the Duergars.
  XP AWARDS
  In this adventure the PCs receive XP both as a team and as individual, both from 
  encounters or dangerous situations.
  Occasionally a NPC may express his opinion in order to solve some complicated 
  situations, but this will not happen before the PCs had the chance to make an attempt 
  on their own. If the PCs figure out what to do then award them the stated amount of 
  XP. If, as a GM, you think a NPC intervention is necessary it would be better not to 
  award the PCs any experience points.
  EQUIPMENT
  Accessing equipment could represent an issue. However, considering the situation 
  you can tell the players that they have free access to combat armors, ranged weapons, 
  ammunition and melee weapons. The Cerberus outpost is large enough to store a 
  considerable amount of armory. 
  
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  Consider that the PCs are awarded an equivalent of 1,500 credits that they can spend 
  freely.
  ADVENTURE HOOKS
  Even if you did not play Distress Call, the previous episode of this adventure path, you 
  can easily fit this module into your campaign or eventually use it to enrich your home 
  brew campaign setting.
  Below we propose some adventure hooks.
  The PCs are about to explore a new planet: you can use some part of this module to 
  introduce your players to a new unexplored planet, especially if you want them to visit a 
  hostile environment. You can easily fill the subterranean complex with other creatures 
  or eventually turn it into an isolated fortress held by the bad guys.
  Blow it up: the PCs are asked to infiltrate and destroy a dangerous facility. This means 
  you can turn the subterranean complex into a hi-tech enemy facility. The PCs eventually 
  land far from the target – in this case just increase the distance of the landing sites – thus 
  facing their enemies both on the surface and underground.
  Last defense: the PCs are holding the position inside the subterranean complex while a 
  heavily enemy space ship is approaching the planet to destroy them and their allies. The 
  enemies, after sending squads to infiltrate the complex eventually decide to wipe the site 
  out by bombing the complex with weapons of mass destruction. At that point, the PCs 
  fetch their experimental coil cannon and save the day by tearing apart the enemy ship 
  (or ships).
  Far away from home: the PCs have to set forth on a journey on the other side of the 
  galaxy and they discover the location of the Nuclear Transmutator, the only artifact 
  that, if properly activated, can send them to far distances in a blink of an eye.
  
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  In this chapter the PCs, aided by Tzaru, Karsk, Sah’Ha Mal and Numa, the four 
  engineers from the Cerberus, work to refit the Sawshark and prepare the ship for 
  landing on the planet surface. 
  Everybody has to work exposed to vacuum effects. Captain Tibb provides the PCs a 
  Graphite Carbon Suite (AC 13, Cost 500, Enc. 2, TL 4) to each PCs.
  The following operations have to be accomplished in order to refit the Sawshark: 
  1) Moving the Mining Machinery
  2) Modifying the Combustion Engine
  3) Reiforcing the Hull
  4) Modifying the Refining Machinery
  MOVING THE MINING MACHINERY (required time 12h +1d4h)
  The equipment to extract minerals is stored inside the Cerberus so the fitting team has 
  to move it into the Sawshark’s cargo holds. 
  Lack of gravity helps, but it takes time to move all the components, so the engineers 
  manually open the Sawshark prow in order to let the bigger parts enter the cargo holds. 
  The PCs and the NPCs have to perform all these maneuvers in vacuum and without any 
  shield protecting either them or the Cerberus. 
  One of the known dangers lurking out there is the Blue Ooze  amongst other creatures.
  Roll a random encounter every hour (or set an encounter every four hours) on Table 
  1.1: Random Encounters around the station.
  CHAPTER 1-FITTING THE SHIP
  TABLE 1.1 - Random Encounters around the Cerberus
  Roll 2d6
  Encounter
  Tactic
  2-7
  none
  -
  infiltrate the ship and wait for proper moment to prey on the crew
  attack the astronaut and eventually infiltrate the ship
  attack technological equipment and infiltrate the power core
  observe passively, not hostile unless threatened
  Blue Ooze (3d10)
  Blue Ooze, mutated (1d4)
  Electrovore (1d6)
  Medium Elemental, earth (1)
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  Blue ooze: These tiny creatures are not so dangerous if the crew are wearing the space 
  suits which will protect them from the ooze´s cold touch. The oozes rather attempt to 
  infiltrate and hide inside the ship, attracted by the power core radiations and lurk there 
  waiting for a better moment. The blue ooze feed upon carbon-based compounds (and 
  living beings have plenty) and need radiations to activate their biological functions. So 
  
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  the PCs will have to hunt them down and prevent them from infiltrating inside the 
  Sawshark. If any of these creatures infiltrate the hull they could turn into a problem 
  during the journey (see Chapter 2).
  Blue ooze, mutated: Since the arrival of the Cerberus, the blue ooze came in contact with 
  something totally unknown. This kind of creature, accustomed to a harsh and radioactive 
  environment with scarce source of food, reacted quickly to shield electromagnetic fields, 
  power core radiations, chemical wastes and exotic energy sources. The mutated ooze is 
  more aggressive and reactive, so it attacks any humanoid being who is floating in space, 
  attempting to consume their space suit and eventually what is inside it.
  Electrovore: This creature needs to feed upon electricity or electrostatic currents that 
  form between small celestial bodies orbiting close enough so that their magnetic fields 
  interact. The presence of technological artifacts like outposts and ships is even better. 
  If you roll such an encounter you should have the electrovores attack those PC or NPC 
  who are close to the electric cables or are employing electrical tools. 
  Medium Elemental, earth: Geomagnetic activity sometimes opens gates into the 
  elemental planes or other exotic planes of existence, giving access to the prime material 
  world. In this star system the nature of radioactivity increases the probability for these 
  gates to open and last more than usual. One of these gates are inside the asteroid belt, it 
  is quite stable and leads to the earth’s elemental plane of existence. Occasionally extra-
  planar creatures cross the boundaries and explore the outer space getting close enough 
  to the outpost. It’s up to you as a GM, to manage such an encounter. As a rule an earth 
  elemental is not going to be automatically hostile unless threatened.
  MODIFYING THE COMBUSTION ENGINES (required time 8h+1d4h)
  As we said the Sawshark is not made to land on planets with high gravity, so an 
  improvement is mandatory, both on the engines structure as on the electronic controls.
  First, the combustion engines need to be coated with a special alloy so that they can 
  resist the high temperatures caused by the friction with the thick atmosphere. 
  Second, the on-board computer needs to be improved with four dedicated consoles 
  (one for each combustion engine) that will make the calculations to balance the power 
  of each combustion engine, so that the ship does not become unbalanced during the 
  descent.
  The Game Master should ask who among the PCs wants to install the dedicated consoles, 
  and each character should roll a separate Fix skill check; if no one of the PCs wants to 
  accomplish this task then the NPC engineers (see Appendix: NPC) will. 
  Keep in mind that the NPC engineers have their own Fix skill modifier.
  
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  For each of the Fix skill check, consult Table 1.2: Descent modifier.
  Keep note of the four circumstance bonus/penalty (one for each console linked to the 
  four combustion engines), because it will be applied in Chapter 2 during the landing. 
  This Fix skill check represents how well each engineer has installed and tuned the 
  consoles to its respective combustion engine.
  Story Award: 1 XP
  TABLE 1.2 - Descent Modifier
  Fix skill check
  Descent Pilot skill modifier
  Notes
  2-6
  The Sawshark mounts four combustion engine. Roll a Fix skill check for each 
  console linked to its combustion engine. This skill check determines how well
  the engineer has tuned the console to the its respective combustion engine. 
  You will employ the Descent Pilot skill modifier during the descent on the 
  planet. The bonus (or penalties) are cumulative.
  -2
  -1
  0
  +1
  +2
  7-8
  9-10
  11
  12+
  REIFORCING THE HULL (required time 12h+1d4h)
  In order for the Sawshark hull to resist the mechanical stress caused by the descent, it 
  has to be properly reinforced. 
  This means making the hull thicker and stronger by adding plates and bars to specific 
  critical points. Calculations must be exact and every add-on perfectly crafted. 
  Once again the engineers, PCs or NPCs, will play a vital role in this task. Advise the 
  players that the best engineer among them is in charge when the work starts, because 
  the result will depend on his/her skill check. The higher the engineering check result, 
  the better the improvement will be. See Table 1.3.
  Story Award: 1 XP
  TABLE 1.3 - Hull Reinforcement
  Fix skill check
  Armor Bonus
  AC bonus
  HP Bonus
  Notes
  2-9
  +1
  0
  +2
  The hull reiforcement may improve the Armor, 
  the Armor Class or the Hit Points.
  This reinforcements will help the ship to resist 
  the structural stress caused by the descent on the 
  planet
  +1
  +1
  +3
  +2
  +1
  +4
  +2
  +2
  +5
  +3
  +3
  +6
  10
  11
  12
  13+
  MODIFYING THE REFINING MACHINERY  (required time 8h+1d4h)
  If something goes wrong during the journey to the planet, you really don’t want to run 
  out of fuel. An event that may easily occur if the PCs rely only on the actual fuel tanks 
  capacity. 
  This improvement increases the fuel capacity by 20, raising it to 80. It means the 
  engineers work on the refining machinery in Cargo Hold C so that it can transfer the 
  hydrogen directly to the combustion engines. 
  
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  This reserve however, needs to be activated in case of emergency and only when the 
  fuel tanks are empty, not before! This improvement requires a DC 11 Fix skill check 
  rolled secretly by the Game Master. 
  If the skill check is successful the enhancement on the fuel supply works normally 
  when activated. 
  If the skill check is unsuccessful the adaptation is normally installed. However, when 
  activated it starts a fire in Cargo Hold C. 
  The fire does not immediately jeopardize the fuel reserve injection itself, but it slowly 
  damages the hull from the inside. Every round the fire is left uncontrolled it causes 1 hp 
  damage to the hull and covers a surface of 5 square feet, then for each round there is a 
  50% probability the fire extends to another randomly determined adjacent square foot 
  thus causing 1 more hp damage to the hull, and so on until the fire is extinguished. 
  The fire can be extinguished with an ordinary fire extinguisher one square foot at a time 
  and it takes 1 complete round action.
  Story Award: 1 XP
  
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  The journey from the Cerberus to the planet takes 72 hours. The Sawshark will turn the 
  combustion engines on at maximum strength for 1 minute to generate the initial thrust, 
  then inertia will do the rest. 
  The crew will not have the chance to use pulse engines because they have to avoid 
  detection from the Hobgoblin battleship which is actively scanning the space around it. 
  Also, they will not be able to adjust the course, so calculating the route without errors 
  is vital.
  SETTING COURSE (required time 1d4h)
  Calculations take time and require precision. If the entry angle is too wide or too narrow 
  it will be more difficult to reach the surface unarmed and of course it will consume more 
  fuel. One PC rolls a Pilot skill check and takes note of the consequent descent piloting 
  check modifier as shown on Table 1.4 - Descent Modifier. 
  This modifier adds to the previous modifier as stated in Chapter 1: modifying the 
  combustion engines table 1.2. This bonus will be added during The Landing Protocol 
  in this chapter.
  Story Award: 1 XP.
  CHAPTER 2-THE JOURNEY
  TABLE 1.4 - Descent Modifier
  Pilot check to set the course
  Descent Pilot skill modifier
  Notes
  2-7
  -2
  Setting a proper and precise course is vital to properly enter 
  the planet’s atmosphere. The pilot must be able to make the 
  proper calculations in advance, because due to fuel shortage, 
  the Sawshark will not be able to makes maneuvers during the 
  journey.
  -1
  0
  +1
  +2
  8-9
  10
  11
  12
  THE JOURNEY (required time 72h, Fuel Units -10)
  The Sawshark is released from the Cerberus mooring and slowly moves in space. The ICS 
  has already uploaded and running the program which will calibrate the combustion engines 
  thrust.
  While you are positioning the ship on the proper route, the countdown has already beg
  un...10...9...8...7...6...5...4...3...2...1...ZERO! The four engines turn on simultaneously pushing 
  the ship into the void. Red-yellow flames burst out of the engines, getting larger and brighter 
  every second while the increasing G-Force squeezes your chest and leaves you breathless.
  
  24
  24
  So the journey has begun. The pilot turns on the combustion engine and for 1 minute 
  (10 rounds) the Sawshark receives the thrust which will launch the crew through space 
  up to their destination. 
  For the following 10 consecutive rounds the pilot rolls a DC 8 Pilot check, if successful 
  the engines consume 1 fuel unit, if not 2 fuel units are consumed. 
  During the following 72 hours nothing should occur, unless some blue ooze or other 
  creatures as described on Table 1.1: Random Encounters around the station managed 
  to infiltrate the ship to cause trouble or to surprise attack some of the crew members. 
  Consider these 72 hours as downtime. Maybe the PCs need to craft equipment or 
  make plans, encourage them to do so if required.
  DOWNTIME ACTIVITIES
  During the journey the PCs have free time to carry on various activities. Below we 
  present some of these activities and some of them are home brew rules created for this 
  adventure. A good and well trained crew usually do not waste time, especially when put 
  into an extreme situation like the one presented in this module. 
  The engineers always try to improve the ship to the best of their possibilities, discovering 
  new ways to fix issues, enhance systems or improve the technological equipment. 
  Some activities won’t take too much time, others require full time occupation and 
  dedication. The length of time for each downtime activity presented here is specified.
  CRAFT ITEM - ELECTROVORE GLOVES
  If by chance the PCs encountered some electrovores during the ship fitting (see Chapter 
  1 – Moving the Mining Machinery), they can employ what is left of the creature to craft 
  what is known as static Electrovore Gloves.
  CRAFT ITEM - INCENDIARY GRENADE
  If by chance the PCs encountered some blue ooze during the work at the Cerberus or 
  if they encounter some blue ooze on board then it is possible to employ the methane 
  compounds that the ooze is composed of to craft some incendiary grenades. 
  CHECK AND RECHECK!
  One PC/NPC is assigned to revise the entire ship’s systems in order to make it more 
  efficient and balanced. 
  This task requires 8 hours of work every day (max three days) and result in a +1 bonus 
  on the Pilot skill check during the landing phase. If the PC/NPC assigned interrupts the 
  
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  25
  task and decides to switch to other tasks the circumstance bonus is lost.
  REPROGRAM THE DRONES!
  One PC/NPC is assigned to reprogram the on-board Repair Drones in order to make 
  them capable of extinguishing fires as a fire extinguisher does. In this way every repair 
  drone can extinguish fire for a whole round before the charge is depleted. 
  This task requires 8 hours of work for each drone (max three days). If the PC/NPC 
  assigned interrupts the task and decides to switch to other tasks the circumstance bonus 
  is lost.
  ALIGN THE WEAPONS!
  One PC/NPC is assigned to align the aiming systems and the weapons efficiency. This 
  task requires 8 hours of work every day. Roll a Program skill  check every day (max 
  three days), then calculate the average result rounding down and consult the table below 
  to see the effect. 
  If the PC/NPC assigned interrupts the task and decide to switch to other tasks no 
  improvement is achieved. See Table 1.5 - Align the Weapons!
  TABLE 1.5 - ALIGN THE WEAPONS!
  Average Program skill check
  Effect
  8
  no effect
  The weapons get a permanent +1 bonus on hit rolls
  The weapons get a permanent +1 bonus on damage rolls
  The weapons get a permanent +1 bonus on hit rolls and damage rolls
  The weapons get a permanent +2 bonus on hit rolls and damage rolls
  The weapons get a permanent +2 bonus on hit rolls
  The weapons get a permanent +2 bonus on damage rolls
  9
  10
  11
  12
  13
  14
  OPTIMIZE THE SHIELDS!
  One PC/NPC is assigned to install a protype of navigation shields, such kind of systems 
  grants the ship extra hit points that can block energy based damage only (lasers, plasma 
  weapons and the like). Lost shield points are recovered at a pace of 1 hit point per 
  minute. 
  This task requires 8 hours of work every day. Roll an Fix skill check every day (max 
  three days), then calculate the average result rounding down and consult the table below 
  to see the effect. 
  If the PC/NPC assigned interrupts the task and decide to accomplish other tasks no 
  improvement is achieved. See Table 1.6 - Navigation Shields.
  
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  26
  TABLE 1.6 - NAVIGATION SHIELDS
  Average Fix skill check
  Effect
  8
  no effect
  The ship gets +1 shield points
  The ship gets +2 shield points
  The ship gets +3 shield points
  The ship gets +4 shield points
  9
  10-11
  12-14
  15
  REVISE THE POWER CORE!
  One PC/NPC is assigned to revise the power core energy flux which feeds the ship’s 
  systems. 
  This task requires 8 hours of work every day. Roll a Fix skill  check every day (max three 
  days), then calculate the average result rounding down and consult the table below to 
  see the effect. 
  If the PC/NPC assigned interrupts the task and decides to switch to other tasks no 
  improvement will be achieved. See Table 1.7 - Revise the Power Core!
  TABLE 1.7 - REVISE THE POWER CORE!
  Average Fix skill check
  Effect
  8
  no effect
  The ship’s Power increases by 1 point
  The ship’s Power increases by 2 points
  The ship’s Power increases by 3 points
  The ship’s Power increases by 4 points
  9
  10-11
  12-14
  15
  ENCHANCE THE COUNTERMEASURES!
  One PC/NPC is assigned to enhance the electronic countermeasures which prevent the 
  ship from being targeted by guidance weapons. 
  This task requires 8 hours of work every day. Roll a Program skill check every day 
  (max three days), then calculate the average result rounding down and consult the table 
  below to see the effect.  
  If the PC/NPC assigned interrupts the task and decides to switch to other tasks no 
  improvement will be achieved. See Table 1.8 - Enchance the Countermeasures!
  TABLE 1.8 - ENHANCE THE COUNTERMEASURES!
  Average Program skill check
  Effect
  10
  no effect
  The ship’s Armor Class against auto-target weapons by 1 point
  The ship’s Armor Class against auto-target weapons by 2 point
  The ship’s Armor Class against auto-target weapons by 3 point
  11
  12-13
  15+
  
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  HAZARDS
  During the journey some natural events may occur, putting both the ship and the crew 
  in danger. Here is a list of possible natural hazards. As GM you should pick only one to 
  occur and place it at any moment during the journey.
  SOLAR FLARE
  This natural cosmic event obviously occurs close to stars, which is the case here. The 
  solar flare does not damage the hull but jeopardizes the shields’ magnetic fields. The 
  navigation shield recently installed suffers 1d6 damage (any excess damage hit the hull).  
  However, this damage can be restored once the Sawshark lands on the planet and the 
  engineers take care of the issue. Consider this damage as a permanent loss until fixed.
  Micro-meteor swarm
  An occasional swarm of micro-meteors hits the Sawshark. Micro-meteors fly at high 
  speed and are usually caused by two colliding asteroids. 
  The swarm’s speed and minuscule size are mostly blocked by the ship’s armor, however 
  some of them manage to hit weaker points, bypass defenses and pierce the hull. 
  The impact deals no significant damage to the hull but can damage some internal ship 
  systems or injure some crew members.
  Choose one of the events below:
  1) Each crew member has a 10% chance to receive 2d4 damage.
  2) One randomly selected ship system is damaged. The damage can be repaired once the 
  ship lands on the planet and requires 8 hours of work by at least one engineer. 
  See Table 1.9 - Micro Meteor Swarm.
  TABLE 1.9 - MICRO METEOR SWARM
  D100
  Effect
  System
  8
  All crew members are fatigued and suffer a -1 penalty on hit rolls and skill checks
  Life support
  Sensors
  Weapons Array
  Engines
  Power Core
  All scanning attempt suffer a -2 penalty
  All hit rolls suffer a -2 penalty
  All pilot skill checks suffer a -2 penalty
  Ship’s power is reduced by 1d4 points
  9
  10-11
  12-14
  15
  
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  GRAVITON FLARE
  This natural phenomena is a sudden burst of graviton waves coming from unstable and 
  massive celestial bodies which increase the gravitational forces and the curve of space-
  time. It is said that wormholes are the consequence of such waves if strong enough. 
  The consequences for a ship are a sudden stress on its hull structure. The graviton flare 
  causes 1d4 damage to the hull. An engineer can repair 1 point of damage every 8 hours 
  of work.
  X-RAY BURST
  This kind of emission is common in outer space and is usually stopped by the shields, 
  sometimes a ship’s sensors get slightly damaged by the intensity of this natural event. In 
  this case the Sawshark sensors receive a -2 penalty on any attempt to scan. 
  This damage can be easily repaired but the engineer has to work on the damage from 
  outside the ship.
  DESCEND
  After three days the Sawshark reaches the planet and is dragged into the orbit´s gravity. The atmosphere is so thick 
  that it’s impossible to spot any portion of the surface. Brownish dense clouds envelop the planet. However, sometimes a 
  burst of light suddenly paints the sky with a yellow-orange mix of colors. The wind on the planet is calm so the clouds 
  covering the surface look more like a quiet brownish colored sea. The thermal sensors confirm a very low temperature 
  but equally distributed all around the atmosphere, a clue that marks a good temperature distribution thanks to the 
  atmosphere.
  The Sawshark is now getting closer to the mesosphere, gas friction against the shields start to slightly increase the outer 
  temperature, generating a stray of hot gas which envelops the ship.
  It’s now time to discover if the combustion engines are capable to withstand the landing and if your calculations were 
  correct.
  THE LANDING PROTOCOL (FUEL UNITS -10 or more)
  The landing takes 1 minute (10 rounds) and 1 fuel unit is consumed every round unless 
  an out of the ordinary condition occurs. 
  Landing the Sawshark is not an easy task and requires the coordination of the crew 
  members, both PC and NPC.
  Every round, for all the consecutive rounds required for the descent, you have to roll a 
  Fix skill and a Pilot skill check, more details are in the descriptions below.
  
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  FIX SKILL CHECK (DC 10)
  During the ship’s remodeling, four dedicated consoles were installed close to each 
  combustion engine and each console requires an operator in order to function properly. 
  Roll a Fix skill  check every round, for every combustion engine, and apply the Descent 
  Pilot modifier that you calculated from Table 1.2 and Table 1.4. 
  These bonuses reflect how well the consoles have been installed and tuned to the 
  combustion engines and how accurate the course has been calculated.
  Remember that every combustion engine is handled by a specific operator, may it be 
  a PC or a NPC, so consider the specific Fix skill bonus for each specific combustion 
  engine console.
  Now, if all the checks are successful and nothing bad happens, it means the ship’s engines 
  are all working in synchronicity, thus the ship structure suffers no stress or damage.
  If the Skill check fails!
  Every time an engineer fails a Fix skill check (remember you roll four Fix skill checks 
  every round) three events occur:
  1) The ship receives 1 damage to the hull, but the shields - if successfully installed - can 
  absorb 1 poinf of damage. 
  This reflects a bad coordination between the four combustion engines, meaning the ICS 
  and the console operators have not properly balanced the thrust causing the ship to lose 
  the descending angle and consequently increasing structural stress and temperature due 
  to friction with the atmosphere.
  2) The ship engines generate an engine backfire thus consuming 1 additional fuel unit 
  instead of one.
  3) Beside the higher fuel consumption, another problem arises. Inflammable gas leaks 
  out of the engine containment valves and ignites a fire. The fire causes 1d6 fire damages 
  within a 10 feet radius. The fire lasts 1d4 rounds making the console not usable until 
  the fire is extinguished with a fire extinguisher. Extinguishing the fire requires one full 
  round action.
  Keep in mind that while the console is not usable, the associated combustion engine is 
  almost out of control, so the ship receives automatically 1 damage.
  PILOT SKILL CHECK (DC 10) 
  Every round, for the consecutive 10 rounds required to land safely, the pilot has the task 
  to maintain the ship in balance, fighting against gravity and the atmosphere friction.  
  Once the surface is near he has to slow the ship down in order to avoid crashing and 
  
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  certain death. As you can guess, this is not an easy task. 
  When rolling the Pilot skill check, apply the descent piloting modifier circumstance 
  bonus that you calculated from Table 1.2 and Table 1.4.
  If the check is successful it means that everything is fine in this round.
  If the piloting check fails!
  Every time the pilot fails a check (remember you roll a check every round) two events 
  occur:
  1) The ship loses balance due to a bad maneuver and lack of reflexes. The hull receives 
  1d4 damage.
  2) Every crew member has to roll a physical saving throw or suffer the nauseated 
  condition for 1d4 round. A nauseated crewmember can’t take any action but moving 1 
  meter.
  SCANNING THE SURFACE (from round 1 to 7)
  Starting from the first round the ship’s scanners are able to scan the surface in order to 
  find a proper landing site. Consider that no one has surveyed the surface yet, indeed the 
  PCs are the first members of the federation to put their feet on this planet. 
  The first data the scanner transmits is the surface topographic lectures, which identify 
  three optimal landing sites close enough to the radioactive source. These landing sites 
  are plain enough for the Sawshark to land safely without jeopardizing the hull. 
  The ICS marks the three landing sites as Alpha, Beta and Gamma, so the pilot has to 
  choose which landing site he wants to land on.
  Scanning the landing sites
  Numa: Captain, I suggest to scan the landing sites to get more information about the environment.
  Numa suggests to conduct a deeper scanning in order to collect more data and discover 
  more details about each landing site.
  Roll a DC 10 Program skill check for each landing site, the higher the result the more 
  information the scanning reveals. Scanning the landing sites all at once require one 
  round. Of course if the computer check fails then the PC does not discover more details 
  than those provided by the topographic scan.
  
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  LANDING SITE GAMMA
  LANDING SITE ALPHA
  RADIOACTIVE SOURCE DETECTED
  LANDING SITE BETA
  ATOSPHERE COPOSITION . . .
  AMONIA . . . 75%
  CARBON DIOXIDE . . . 10%
  ETHANE . . . 10%
  OXYGEN . . . 5%
  PRESSURE . . . 390 mbar
  TEMPERATURE . . . -50°
  SURFACE DENSITY . . . 9.58 
  ETHANE LEVEL 30%
  ARNING !
  URANIU . . . 95%
  UNKNON . . . 5%
  SURFACE DENSITY 6.52
  ARNING !
  TEMPERATURE -12°
  ARNING !
  Landing site ALPHA
  7 or less: The scanning does not reveal any detail.
  8: The scanner reveals the landing site is 1,650 feet far from the radioactive source and 
  covers a surface of around 107,000 square meters.
  9 to 11: the scanner reveals presence of methane with a concentration level higher than 
  the average detected in the planet’s atmosphere.
  12+: the scanner reveals presence of methane with a concentration of 30%, it means 3 
  times more than the average detected in the planet´s atmosphere.
  If the skill check is 10 or more read the following NPC tip to the PCs.
  Numa: Captain, if we land on this site I’m pretty sure the engine will set the methane on fire. I 
  can’t say nothing about the consequences but for sure the blast will be strong.
  Landing site BETA
  7 or less: The scanning does not reveal any detail.
  8: The scanner reveals the landing site is 2,300 feet far from the radioactive source and covers a 
  surface of around 968,000 square meters.
  9 to 11: The scanner reveals a lower surface density than the average density detected on the planet. 
  This could indicate the surface is not completely solid or as hard as ordinary silicate formations.
  12+: the scanner reveals a surface density of 6.52 extending up to 5 feet in depth, lower than 9.58 
  
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  which is the average density detected on the planet surface.
  If the skill succeeds is 10 or more read the following NPC tip to the PCs.
  Numa: Captain, the lower surface density makes me believe we will land on a terrain that may resemble mud 
  or quicksand. The good news is that it’s not deeper than 5 feet, so we should be able to cross it. 
  Landing site GAMMA
  7 or less: The scanning does not reveal any detail.
  8: The scanner reveals the landing site is 1,970 feet far from the radioactive source and 
  covers a surface of 3,873,000 square feet.
  9 to 11: the scanner reveals a temperature higher than the average temperature detected 
  on the planet.
  12+: the scanner reveals a temperature of -12° which is higher than the average 
  temperature of -50° detected on the planet´s surface. The presence of an acid chemical 
  compound is detected on the surface of the landing site and density drops to nearly zero 
  100 feet below the surface.
  If the skill succeeds is 10 or more read the following NPC tip to the PCs.
  Numa: Captain, I suppose the higher temperature marks the presence of a geothermal activity 
  of some sort. I presume we’ll find acidic geysers.
  Scanning the radioactive source
  The radioactive source lays under a mountain, in the middle of the three possible landing 
  sites.
  Numa: Captain, I have just scanned the radioactive deposit and I found something anomalous. 
  It’s not a natural formation at all. The sensors detect an artificial subterranean structure. The 
  high radiation level doesn’t come from a natural formation but most likely from a fission reaction. 
  The lectures mark a radioactive source composed by 95% uranium and 5% unknown origin!
  While the initial survey conducted by the Cerberus indicated something like a natural 
  highly radioactive deposit, the close scanning from the Sawshark shows a radically 
  different outcome. First it is not a natural deposit, it is instead an artificial structure. 
  The scanner clearly reveals the presence of metal structures under the mountain.  
  The heterogeneous underground density means chambers of various sizes are also 
  present. The ICS then classifies by default the radioactive source as a fission nuclear 
  reactor due to both high uranium concentration and radioactivity leaks located right 
  around the source. However, the uranium radiations emanating from the reactor 
  represent 95% of the radioactive source, indeed the ICS indicates a 5% of unknown 
  energy source.
  
  33
  33
  METHANE GAS EXPLOSION (round 8 to 10)
  The atmosphere is composed by a 10% of methane which form clouds at a low altitude. 
  In the last three rounds of the descent, the engines ignite these gas clouds causing 
  explosions and strong airflows. The gas density increases as the Sawshark gets closer 
  to the surface, so the damage received varies depending on the altitude. As we said, the 
  descent lasts 10 rounds, so during the last three rounds apply damage as stated below:
  Round 8: the gas explosion causes 1 damage to the hull. 
  Round 9: the gas explosion causes 1d3 damage to the hull.
  Round 10: the gas explosion causes 1d6 damage to the hull.
  
  34
  34
  At last the PCs discover that the deposit is not natural but an artificial underground 
  complex and the scanner reveals the presence of nuclear fission technology. 
  This discovery has important implications, the drilling machinery is not essential to 
  recover radioactive metals, however, the team has to find an entrance to the underground 
  complex and reach the radioactive source.
  Now it’s time to land and it’s up to the PCs to decide which landing site is the most 
  appropriate.
  Tzaru: Captain, I have improved the ICS algorithm that regulates the combustion engines. I 
  think it is now more efficient.
  Improved Combustion Engines: After the landing you can consider the Sawshark 
  combustion engines improved (see Appendix: The Sawshark). This reflects the fact that 
  the ICS has stabilized the algorithm which balances and regulates the engine thrust. 
  This improvement increases the extra thrust given by the engines and optimizes the 
  fuel consumption.
  LANDING SITE ALPHA
  This landing site has a flat surface, good for landing a ship like the Sawshark. Its surface 
  measures approximately 968,000 square feet and it’s around 1,650 feet far from the 
  mountain which hides the subterranean nuclear plant.
  Once the ship gets close to the landing site the methane reacts immediately with the 
  heat of the combustion engine and explodes. The explosion is devastating, amplified by 
  the thick atmosphere which causes a violent airflow. This causes 1 damage to the hull 
  and 1d4 damage to the shields. The hull literally quakes, roll a random Ship Crisis.
  The airflow is violent enough to move the ship’s axis requiring the pilot to take control 
  of the situation and react with lighting fast reflexes.
  Roll a Pilot skill check and consult the result below for the consequences, the higher the 
  roll, the better.
  15+: the ship lands safely without any consequence.
  12 to 14: the ship becomes slightly unbalanced by the explosion, suffering 1 damage to 
  the hull and 1d4 damage to the shields.
  9 to 11: the ship becomes unbalanced by the explosion, suffering 1 damage to the hull 
  and 1d4 damage to the shields, Engine Backfire occurs also (see above Engine Backfire).
  CHAPTER 3-THE LANDING
  
  35
  35
  8 to 10: the ship becomes seriously unbalanced by the explosion suffering 1 damage 
  to the hull and 1d4 damage to the shields, an Engine Backfire occurs also (see above 
  Engine Backfire). Roll a random Ship Crisis. 
  7-: the ship completely loses balance suffering 1d4 damage to the hull and 1d4 damage 
  to the shields, an Engine Backfire occurs also (see above Engine Backfire). 
  Roll a random Ship Crisis. 
  Then the combustion engines shut down completely leaving the ship in free fall, crashing 
  on the ground and thus suffering 2d4 damage to the hull and 2d4 damage to the shields.
  Story Award: 4 XP
  LANDING SITE BETA
  This landing site has a flat surface, good for landing a ship like the Sawshark. Its surface 
  measures approximately 990,000 square feet and it’s around 2,300 feet far from the 
  mountain which hides the underground nuclear plant.
  The ground surface is composed of a Mud Pools no more than 5 feet deep, the PCs can 
  move in it but not easily (see Mud Pools)
  In order to leave the mud pool the PCs have to cover around 500 feet before reaching a 
  rocky surface, this task is not easy for two reasons.  
  First, the mud constitutes an obstacle to movement. 
  Second, the pool is actually inhabited by an indigenous life form, the Mud Stalker. 
  This solitary predator waits for its preys floating a few centimeters under the mud and 
  senses their presence thanks to its blindsense. When a life form gets close enough it 
  spontaneously activates the spell-like ability transmute rock to mud to trap the prey. 
  The PCs meet this alien at any point while crossing the mud pool to reach the shore.
  Creature: Mud Stalker.
  LANDING SITE GAMMA
  This landing site is a geological active area formed by geyser fed by underground acid 
  gases. The radiation leaks coming from the nuclear reactor are agitating the chemical 
  compounds. 
  The area measures approximately 3,500,000 square feet and it’s around 2,000 feet far 
  from the radioactive source. Crossing the geyser field can be risky, because the acid jets 
  could damage the protective suits. 
  In order to leave the geyser field the PCs have to cross around 1,000 feet. Every round, 
  the risk that an acid jet randomly strikes one of them is 10%. If a character passes close 
  to a geyser jet she has to roll an Evasion saving throw or the space suit will get the 
  
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  damaged condition. If the damages space suit is hit again by an acid jet and the character 
  fails the saving throw then the space suit receives the broken condition.
  A damaged space suit loses the environmental protection in 1d6+12 hours.
  A broken space suit loses the environmental protection in 1d6 hours. 
  Story Award: 3xp
  TO THE MOUNTAIN (required time 2h)
  The PCs leave behind the landing site and reach the mountain which hosts the artificial 
  radioactive source. The terrain is rocky and in many points covered by liquid ammonia 
  and methane, making the trek quite uncomfortable. 
  If the Sawshark had landed on a surface like this the damage would have been serious. 
  It takes 2 hours to spot the gate placed on the north-east side of the mountain, and to 
  reach it they have to climb the 1,000 feet mountain side. 
  Roll a DC 8 Exert skill check DC 14 every 250 feet, if the check fails the PC slip back 250 
  feet.
  Story Award: 2 XP
  
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  Once the PCs get 500 feet close to the gate their radios start to receive signals at multiple 
  frequencies. Every second a different frequency is broadcast from the runic gate (see 
  below The Gate) and at first glance it is impossible to discern a path. After 94 seconds 
  however, the frequencies repeat, beginning a new cycle, so determining a recurring 
  pattern.
  What the PCs don’t know yet is that each radio frequency emission represents one of 
  the basic elements on the periodic table of elements.   Each radio frequency is specific 
  to a basic element, with the first signal representing hydrogen, the second helium, the 
  third lithium and so on.
  The PC can discover this clue if they try to compare at least one signal with their radio 
  frequency database (provided they are carrying a portable computer with them) which 
  in a matter of a few minutes matches the radio frequency properly. 
  CHAPTER 4-UNDEGROUND
  DEEP SCANNING COPLETE . . .
  NITROGEN 75%
  OXYGEN 18%
  CARBON DIOXIDE 5%
  FISSILE ATERIAL DETECTED!
  A
  B
  ELEVATOR TUBE 1
  ELEVATORT TUBE 3
  CORRIDOR A
  C
  D
  ELEVATOR TUBE 2
  E.1
  E.2
  E.3
  E.4
  F
  CORRIDOR B
  G
  SEVERE RADIATION
  HIGH RADIATION
  EDIU RADIATION
  LO RADIATION
  
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  If the PCs get stuck, have one of the NPCs intervene (provided at least one of them has 
  joined in the exploration in the subterranean complex).
  Karsk: I think I’ve found a sort of recurring pattern while listening to these frequencies. Every 
  94 seconds they repeat and considering that each one of the 94 frequencies is different I was 
  able to match each one of them to the frequencies I have present in my database and I found out 
  something really interesting. I can state with a high degree of certainty that these are the specific 
  footprints of the periodic table of elements!
  At this point the PCs proceed until they reach the gate which leads inside the mountain 
  and into the subterranean complex.
  Story Award: award 1 XP
  THE GATE
  The gate is a 10 foot diameter door, made of solid stone, with eight green runes carved 
  around the border and three runes at its center. The eight different runes represent the 
  numbers from zero to seven, in other words an octal numeral system. This represents 
  the numeric base employed by the Duergars for their mathematics and calculations.
  Here the PCs have to solve a difficult riddle, because first they have to figure out that 
  the runes represent numbers, then come to the conclusion that these numbers are the 
  Duergars numeric base.
  
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  The three runes placed at the center represent the number 134 and if you translate the 
  number 134 into the decimal numeral system you get 92, which is the atomic number 
  for Uranium. This means the stone gate will open only if a radio signal replicating the 
  uranium frequency is sent toward the gate. 
  Karsk: Looking at  the runes, it seems logic to me that they represent the numbers from zero to 
  seven.
  Story Award: 1 XP
  If a PC figures out that the eight runes represent an octal numeral system award 1 XP, 
  otherwise one of the NPC intervenes to help the PCs.
  Karsk: I presume those numbers are not just random. They go from zero to seven, just as our 
  decimal numeral system goes from zero to nine. This is an octal numeral system! I’ve heard of 
  species who adopt this numeral system, like the Draelik and the Haan.
  Story Award: 2 XP
  If a PC figures out that the runes placed at the center of the gate represent the octal 
  number “134” award 1 XP, otherwise one of the NPC intervenes to help the PCs.
  Karsk: It’s quite obvious. The number written at the center of the gate is 134, if we consider an 
  octal numeral system of course.
  Story Award: 2 XP
  If a PC figures out that the octal number 134 can be translated into the decimal number 
  92 award 1 XP, otherwise one of the NPC intervenes to help the PCs.
  Tzaru: I’ve converted the octal number into a decimal number and the result is 92. I’m still 
  wondering what this could mean however.
  Story Award: 4 XP
  If a PC figures out that the number 92 can be the atomic number for Uranium, thus 
  making the connection with the radio frequency, award 1 XP, otherwise one of the 
  NPC intervenes to help the PCs.
  Tzaru: I’m pretty sure I have figured out the riddle. If this gate emits signals in different 
  frequencies, each one representing one element on the periodic table, it can eventually receive 
  signals too. The number 92 represents the Uranium atomic number on the periodic table of 
  elements, so what could happen if we send a signal representing that frequency?
  Story Award: 6 XP
  Once the PCs send the correct radio frequency, the gate opens letting them in.
  
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  Note for the GM: the players may eventually decide to open the gate by other means 
  other than solving the riddle. As a GM you should expect such an unpredictable situation 
  and manage it properly. If the players decide to blow up the gate for example, then the 
  elevator and the energy barrier placed beyond the gate will probably be destroyed. Of 
  course the PCs would easily gain access to the subterranean complex, but will have to 
  figure out how to descend in it.
  A.ENTRANCE
  4 . ELEVATOR
  3 . GENERATOR
  2 . ENERGY BARRIER
  5 . ELECTRIC ENGINE
  1 . ABANDONED STATION
   1. ABANDONED STATIONS
  The two rooms are covered by dust and dirt, it is evident that no one has been here for years 
  and there is no trace of anything useful. Each room contains a mechanical lever.
  The stations once hosted the guards who controlled the main gate, now they are 
  abandoned since the incident happened decades ago. The two levers open or close 
  the gate from the inside. There were metal furniture but the Duergar, who are now 
  occupying the complex have looted them. However, if a PC decides to search for more 
  clues there is a chance he may find something. Roll a DC 12 Notice skill  check, if 
  
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  successful the PC spots hairs laying on the floor. The hairs can be analyzed to obtain 
  some trace of DNA by means of an advanced medical kit and a successful DC 6 Know 
  skil check. 
  The analysis reveals that the DNA is highly compatible with the dwarf specie. Of course 
  the DNA belongs to one or more Duergars who are dwelling in the lower levels of the 
  complex.
  Story Award: award 2 XP, only if the PCs actively decide to analyze the DNA.
  2. ENERGY BARRIER
  A red energy barrier stand along the path and it seems to block the passage. It does not 
  irradiate heat but it emits a constant buzz. Through it you can see the rest of the room. At the 
  bottom you spot what looks like a chamber and an electric engine to which it is connected.
  The barrier actually separate the outer from the inner atmosphere, but it is harmless 
  to living creatures. If the PCs try to analyze the barrier composition roll a DC 9 Know 
  skill check. 
  If successful they discover the source of energy is similar to the force fields employed 
  on space ships. If detect magic is cast then the spell reveals a moderate source of 
  transmutation magic. The scanner confirms the lectures of the deep scanning, in other 
  words the air beyond the barrier is breathable.
  Story Award: award 2 XP only if the PCs successfully analyze the energy barrier.
  3. GENERATORS
  Two metal columns stand one in front of the other and on their capital a red light is pulsating 
  at a constant pace.
  These ancient generators supply energy to the energy barrier and both can be employed 
  to recharge weapons or other technological equipment.  However, this action leeches the 
  energy required to feed the energy barrier. It takes 10 minutes for each charge (remember 
  to keep track of time) but there is 10% chance that the energy barrier collapses (see 
  below for the consequences). If two PC attempt to recharge their weapons at the same 
  time the probability rises to 50%.
  If the energy barrier collapses and the PCs close the gate nothing happens. If the gate 
  is still open then the inside atmosphere and pressure, being higher than the outside, 
  suddenly and violently sucks the PCs outside. The force of the pull ejects each character 
  2d6x10 feet beyond the gate and for each 10 feet they suffer 1d4 of falling damage, half 
  of this damage is applied to the space suit and half to the character.
  
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  4. ELEVATOR 
  The elevator suffers the signs of time but the structure looks like it is intact. The two sliding 
  doors are closed.  
  This elevator leads to the lower levels of the subterranean complex. It works because 
  the Duergars are carrying out maintenance. However, the electric engine (see below 
  Electric Engine) must be turned on for the elevator to work. No more than nine people 
  can use the elevator at once and its load capacity is enough to lift no more than 3 tons 
  of weight.
  5. ELECTRIC ENGINE
  The electric engine looks old and stressed and has been repaired several times. The technology 
  and the design is minimal but it has enough power to do its job. A column shaped generator, 
  resembling those close to the energy barrier, supplies the necessary power for the engine to 
  work but the red bulb at the top of it seems to be turned off.
  The engine looks fine at a first glance but it has been operational for too many years and 
  has not received enough maintenance. 
  While the elevator can hold up to 3 tons the engine can’t tolerate such exertion. If the 
  PCs revise the engine, roll a DC 7 Fix skill check DC 10. 
  If successful they discover that the engine can’t move more than 4 people at a time and 
  excessive weight simply blocks the mechanism by activating the safety countermeasures. 
  So, if the PCs decide to enter and use the elevator without checking the engine status, 
  they have a 20% chance each round of getting stuck inside the elevator tube 1 (see below 
  Elevator Tube 1). 
  Keep in mind that the elevator, due to its old age, moves at a speed of 5 feet per round.  
  Story Award: award 1 XP only if the PCs successfully check the engine status.
  ELEVATOR TUBE 1
  The elevator tube is 125 feet (25 squares) deep and leads to the quarter’s section. Keep 
  in mind that due to the electric engine condition which moves the elevator, it takes 25 
  rounds to reach the quarter’s section. 
  It is possible that the PCs took with them one or more NPCs, this implies that more 
  than one travel is required to move the entire party if the PCs are aware of the engine 
  condition. Once the PCs start the descent read the following paragraph.
  The elevator starts moving. Cracking and buzzing noises of the metallic mechanism fill the 
  air and the echo resonates through the old elevator tube like an old bronze bell. The descent is 
  slow and you know it will take a while before reaching the next underground level. The light 
  
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  bulbs above you, which emit a dim light due to the old age, turn on and off at every tremor 
  until one them explode.
  At some point during the descent something happens. As a GM it’s up to you to decide 
  when this event occurs. Choose one of the PCs at random and read him the following 
  paragraph.
  You are waiting for the elevator to reach the bottom. The incessant buzzing noise bothers 
  your ears as well as the malfunctioning lights which keep turning off and on, forcing you 
  to protect your eyes. You suddenly spot someone at your side, but whoever or whatever it is, 
  disappears in a blink of an eye. It’s a moment, an instant and then again. A shadowy shape, 
  vaguely humanoid, is standing there, a few inches from you. You just have the time to hold 
  your breath and call the attention of your comrades when the shadow stares at you with its 
  black and empty eyes.
  Creature: a Shadowsoul (see Appendix: Shadowsoul) is lurking in the elevator tube 
  waiting for the newcomers. The undead chooses one the PCs (or NPCs at GM discretion) 
  in order to establish a Soul Link with the victim. 
  Once the link is established the Shadowsoul disappears from sight. Remember that being 
  incorporeal allows the undead to leave the elevator without hindrances. 
  Keep note of the Soul Link and use the Shadowsoul’s´ability with the purpose of putting 
  his victim in serious trouble. There can be moments and situations dangerous enough 
  where an attack of panic can be deadly. It’s up to you, as GM, to decide if the other PCs 
  spot the Shadowsoul or not, just keep in mind that it takes seconds for the Shadowsoul 
  to use its abilities.
  
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  B. QUARTERS
  On this level the PCs find the quarters once inhabited by the Duergars. There are ten 
  Rooms where the personnel slept, two Storage Rooms where supplies were stocked, 
  an Armory where weapons and bullets were assembled, a Control Room where the 
  engineers controlled the Nuclear Reactor, the once operational satellites, the Research 
  Lab for experimental technologies, and the Factory where components were produced.
  6
  TO CORRIDOR A
  7
  8
   9
  1
  1
  1
  1
  1
  2
  3
  4
  5
  5
  4
  2
  1. ROOMS
  The first four rooms all look the same and contain almost the same features. This section of the 
  dormitory appears abandoned and no one has slept here for years. Beds and furniture were 
  removed however, and there is nothing but the empty metal walls. Even the electronic devices 
  that once controlled the automated doors had been removed long before, leaving nothing but 
  empty socks and some cut wires.
  The Duergar survivors looted the rooms years ago in order to recover any possible 
  material and components useful to them. So the PCs won’t find anything interesting 
  here, unless they want to make this section of the dormitory their base of operation. 
  Keep in mind that the Shadowsoul could assault them, especially while sleeping.
  
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  2. ROOMS
  Something resembling sealed metallic crates are lying stockpiled inside these rooms. There 
  are eight of these objects and each bears carved inscriptions that resemble a runic alphabet.
  The metal crates are actually coffins where the bodies of the first Duergars expedition 
  lie. The second expedition found their bodies left rotting after decades and put what was 
  left of them inside these crates, adapted as coffin.
  If the PCs open the coffin they find the Duergars’ personal effects, mostly jewels and 
  other mundane items.
  Equipment: silver rings (4) 200 credits each, steel pendants (3) 200 credits each, mithral 
  bracelet (1) 500 credits.
  3. ROOMS
  A body lies on the ground. It is smaller in size than an ordinary human and was no more than 
  5 feet tall. He died years ago and now bones are that is left. In his left hand he’s holding what 
  looks to be a pistol.
  The body lying on the floor belongs to a Duergar from the second expedition. He went 
  insane after years of waiting for someone to rescue him and his comrades. He came 
  here to end his life by putting a bullet in his head. A closer inspection reveals the hole 
  on the left side of the skull. The Duergar do not bury those who commit suicide so, his 
  surviving mates, left him there.
  4. ROOMS (required time 1 hour)
  These rooms are empty except for one weird detail. The metal walls are covered with 
  inscriptions, diagrams, and geometrical figures. You clearly recognize the runic symbols 
  representing the octal numeral system together with other symbols not yet known to you. 
  Another clear drawing, representing the star system, is placed on one of the walls and it 
  shows the brown dwarf star, the orbit of the four planets you already know plus a fifth 
  unknown planet which has a completely different and more elongated orbit.
  Duergars spent much energy in an attempt to survive and trying to leave the planet. 
  At some point they faced an energy blackout that forced them to extreme conditions. 
  Eventually they restored the energy output but some engineers, driven more by 
  desperation than rationality, kept on making calculations employing anything they 
  could. One of them came here and started to make the calculations, writing on the walls. 
  He was the same Duergar the PCs found dead inside Room 3.
  Here the PCs discover for the first time the existence of a fifth unknown planet which 
  is actually the Duergar home world.
  
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  If a PC (or a NPC) wants to know more about this fifth planet by studying the calculations 
  they must succeed a DC 12 Know skill check. 
  If successful they discover that the fifth planet requires 190 conventional years to 
  complete a cycle around its star. Other details are impossible to discover without a 
  proper study of both the mathematical system and the alien alphabet.
  Story Award: award 2 XP only if the PCs discover the existence of the fifth planet.
  5. STORAGE ROOM
  The room contains a chest and some rusty iron closets. All the furniture drawers were 
  opened and looted years ago. Only a dozen of old space suits remain. The suits are completely 
  different from yours, both in size and technology, resembling those employed centuries ago.
  The storage room seems to be empty but it is not. A close inspection, DC 9 Notice skill 
  check, reveals a hidden hole under a movable tile on the floor. 
  Inside the hidden hole, wrapped in a dirty rag, the PCs find some ingots, made of precious 
  metals. Some Duergars of the second expedition took advantage of the smelter in the 
  armory to smelt valuable ores and get some gold and mithril.
  Equipment: gold ingots (2) 150 credits each, mithral ingot (1) 400 credit.
  6. ARMORY
  Inside the room you see a big machine and you clearly recognize one of its components as an 
  ore smelter. One meter long cannon warheads are lying on a shelf. On the other side of the 
  room you spot a big computer, like those you have seen only in history books of antiquities. 
  That relic must be the control panel which activates and programs the whole machine.
  The machinery on the north side of the room is composed by three modular components, 
  Smelter, Crucible and Assembler. 
  The ore smelter obtains metals from ores, the electric crucible melts the refined metals, 
  and the assembler automatically shapes metals into warheads or other components.
  The warheads placed on the shelf serves the Coil Cannon in Area D. If the PCs analyze 
  the warheads have them roll a DC 9 Know skill check. 
  If successful they discover that the warheads are made completely of metals and they 
  lack any chemical explosive. A deeper analysis with the scanner, DC 9 Know skill check, 
  reveals the warhead composition; each warhead has a core of depleted uranium covered 
  by a layer of lead, while the external cover is made of tempered tungsten. The Duergars 
  used to fire the warheads to potentially dangerous meteorites that were about to hit the 
  planet´s surface.
  If Karsk joined the group read to the PCs his opinion about the warhead composition.
  
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  Karsk: The engineering behind these warheads are pretty fascinating, considering that whoever 
  built this complex was not as technologically advanced as we are. They lack any chemical 
  explosive so I can’t yet figure out their purpose, but I’m sure that the external tungsten covering 
  has been placed to resist extremely high temperatures, the lead protects any loader from the 
  harmful radiation coming from the depleted uranium core. I must say that this kind of warhead, 
  if properly accelerated, would have a devastating effect on whatever it hits.
  7. CONTROL ROOM
  A giant screen covers the south wall in front of six control panels. Cables and wires are 
  scattered on the floor, some of them were cut and others are not connected. On the eastern 
  wall a big computer stands silent. None of the electronic devices seem to be turned on or be 
  working in any way.
  The giant screen on the wall monitored the atmosphere and the closer outer space thanks 
  to a couple of satellites orbiting around the planet. While the satellites are potentially 
  operational they are not sending any data from the surface because the whole control 
  room is shut down. 
  The control room can be easily repaired and reactivated by the PCs. The Duergars could 
  not fix the damages provoked by the first radioactive incident, so they left the control 
  room abandoned.
  Have the PCs, or the NPCs, roll the following skill checks if they want to repair and put 
  online the control room.
  Repair the main computer (Dc 10 Program, required time 2 hours)
  This action completely restores the functionality of the main computer.
  Story Award: 2 XP
  Restore the control panels (DC 9 Fix, required time 1 hour)
  By restoring and fixing some cables the PCs restore the electrical connection of the 
  control room.
  Story Award: 1 XP
  Repair the screen (DC 7 Fix, required time 1 hour)
  Most of the screen was damaged by an electrical overload generated by the radioactive 
  burst caused by the reactor. By repairing the damages the PCs partially restore the screen 
  even if the quality is not the same as it was originally.
  Story Award: 1 XP
  Let the PCs repeat the check if the first fails, however they have to spend the required 
  time before realizing that something went wrong, only then they can repeat the task. 
  Once they succeed all the required skill checks, the control room is once again operational, 
  
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  it only requires enough energy to work and have the operating system reloaded.
  Once the control room becomes operational
  The control room is the hearth of the subterranean complex and from this place almost 
  everything can be remotely controlled. Each of the six control panels at the center of 
  the room grant access to a different system inside the complex. Have the players decide 
  which system each panel controls.
  Here comes a list of the systems that can be remotely controlled:
  Doors & elevators: you can open or close any door provided it is operational (see For 
  the Game Master: Doors), you can move the elevator and close their sliding doors.
  Gate & energy barrier: you can open or close the gate and activate or deactivate the 
  Energy Barrier located at the Entrance.
   Shuttle bay: you can open or close the sliding door on the ceiling (the shuttle bay 
  ceiling works like the Rocket Launch Pod) of the shuttle bay and elevate the launch 
  platform to the surface thus allowing the shuttle to take off.
  Coil cannon: you can open or close the sliding door on the ceiling of the Coil Cannon 
  battle-station (the coil cannon ceiling works like the Rocket Launch Pod) and elevate 
  the platform to the surface thus allowing the coil cannon to aim and shoot.
  Rocket Launch Pod: you can open or close the sliding door on the ceiling of the Rocket 
  Launch Pod and activate the rocket launch procedure.
  Nuclear reactor: you can control the Nuclear Reactor by shutting down the 
  radioactive core. However this action is now no longer possible due to high radiation 
  interfering with the electrical plant and a heavy damage to the containment chamber. 
  Inform the PCs that the shutdown procedure is blocked by the computer due to this 
  structural damage.
  The main computer
  While the six control panels control the systems, the main computer on the eastern 
  wall controls the satellites and the communication system. Once the control room is 
  activated, the main computer automatically reinitializes and sends a radio signal to 
  establish a connection with the two satellites orbiting the planet which in return, begin 
  to transmit data. The radio signal attracts the attention of the Hobgoblin battleship 
  which is listening for any frequency coming from any point in the system. Once the 
  Hobgoblins receive the radio signal they’ll set a course to the planet, sure to have finally 
  identified and located the transmission sent instead by the Cerberus outpost. The PCs 
  become aware of the signal reaching outer space too late, but it is possible they suspect the 
  
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  Hobgoblin had received it. They will not detect the presence of the Hobgoblin battleship 
  until it reaches the planetary orbit, at that point the satellites spot the battleship and if 
  a PC or a NPC is inside the control room or has remote access to the control room data 
  then he is warned of the Hobgoblin’s presence. 
  How long it takes the battleship to reach the planetary orbit is up to the GM, however 
  12/24 hours could be appropriate. This event should occur before the PCs have the 
  chance to leave the planet. For more details see Hobgoblin Assault Squad, Coil 
  Cannon and Hobgoblin battleship in orbit! 
  8. RESEARCH LAB
  A large circular machine is in this room, many cables of different sizes and diameter 
  are connected to a main computer. It closely resembles a particle accelerator at its 
  experimental phase. On the other side you spot another component which at first glance 
  looks like a pulse engine prototype.
  The stuff inside this lab represent the Duergars technological peak, however, to the PCs 
  this technology has already been discovered centuries ago. The lab itself does not have 
  too much to offer unless the PCs or the NPCs want to improve the technological devices 
  they find inside.
  Improve the pulse engine (DC 9 Fix, required time 4 hours)
  This device is not fully operational yet and requires many adjustments in order to 
  function properly. Any PC or NPC can fix and improve the engine to make it work as 
  a nearly modern pulse engine. If the PCs eventually decide to improve the shuttle (see 
  Shuttle Bay) propulsion system they could decide to mount the improved pulse engine 
  on the vessel. The improvement turns the pulse engine into a basic engine for a shuttle.
  Story Award: 2 XP
  Improve the particle accelerator (Dc 12 Fix, required time 6 hours)
  Improving the particle accelerator is possible but tricky and requires time. If the skill check 
  is successful the PCs get a rudimentary, but operational power core. The improvement 
  turns the particle accelerator into a power core with an output of 3.
  Story Award: 4 XP
  9. FACTORY
  You see a huge assembly plant composed by a rail and eight mechanical arms. The plant 
  looks like it is in good condition. Like the other technological devices you have seen so 
  far, it looks like more of a piece from a museum than something useful.
  The assembly plant works normally if powered. It is capable of assembling, cutting and 
  
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  soldering almost anything but it has to be programmed. Consider this relic as a support 
  to any Fix check, granting a +1 circumstance bonus for any task that requires to work 
  on mechanical parts.
  CORRIDOR A
  The corridor is wide, dark and silent.  Even the slightest noise is amplified by the echo. 
  According to a deep scanning, the corridor is 250 feet long. After a few steps inside, your 
  radiation detector starts buzzing and detects a raise in the radiation level. The deep scanning 
  revealed two potential elevators leading to two respective chambers.
  The corridor is dark and without any source of light, contaminated by radiation (medium 
  radiation level) caused by the nuclear reactor leak. If the PCs are not wearing a protective 
  suite they suffer the effects of radiation unless they succeed at a Physical saving throw. 
  A damaged suit may impose penalties on the saving throw.
  Two separate elevators are placed at 100 feet and 200 feet respectively, leading to the 
  Shuttle Bay and to the Coil Cannon (see Deep Scanning Map, Area C and D). 
  The end of the corridor leads directly to Storage Area 1.  The entrance to Elevator 1 
  is placed at the end of the corridor, on the left wall. If the PCs reactivated the control 
  room they already know about the shuttle bay and the coil cannon. If the group decides 
  to explore the corridor read to them the following paragraph.
  You are walking through the corridor when you clearly feel the floor tremble. At first it is 
  a light vibration tingling your feet, few seconds later the tremor becomes stronger. A few 
  meters in front of you the floor is torn into pieces and your sight is blocked for a moment 
  by the concrete dust. Whatever is coming out of that hole is alive and you soon realize it is 
  getting closer.
  The PCs have just encountered a Xenoworm. As GM you decide where and when 
  the Xenoworm (see Appendix: Xenoworm) appears exactly, it should appear before 
  reaching the elevator leading to the shuttle bay. 
  The more distant the PCs are from the door leading back to the quarters, the more 
  dangerous this encounter is. Place the Xenoworm 2d4x10 feet distant in front of the 
  group. The Xenoworm doesn’t leave the low level radiation area, so if the PCs plan is to 
  retreat, consider them safe once they reach the quarters. 
  Don’t forget that if one of the PCs are affected by the Soulshadow soul link ability, this 
  could be the proper moment to employ it.
  Creature: Xenoworm
  
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  C. SHUTTLE BAY
  An old fashion shuttle is stationed at the center of a platform. On the left you spot a control 
  panel and a big metal tank, probably containing propellant, and a mechanical arm attached 
  to refuel the shuttle. The bay is nearly 60 feet high and opens on the mountain flank. The 
  ceiling opens by means of a sliding floor.
  The Duergar shuttle is fueled by liquid propellant and does not rely on any kind of 
  pulse engine. It can host one pilot and was used mainly for reconnaissance missions on 
  the planet’s surface. The engine status is not good due to oxidation, so any attempt to 
  repair them will fail. However, the PCs can easily employ the experimental pulse engine 
  they found in the Research Lab to replace the combustion engine and the particle 
  accelerator to mount as a power core.
  If the PCs don’t figure out that they can improve the shuttle, have one of the NPC 
  propose the idea.
  Karks: I think I can fix this piece of scrap and turn it into a flying machine. Maybe we have a 
  chance to fly it in outer space.
  One or more engineer, PC or NPC, can work on the fitting. If the check succeeds, the 
  
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  new systems fit perfectly on the shuttle.  If the check fails, the engineers realize that 
  something went wrong only after the required time passes. They can however, try again 
  until successful. After mounting both the engine and the power core they have to update 
  the on-board computer so that it can operate with the new components.
  Fitting the Pulse Engine (DC 9 Fix, required time 2 hours)
  Story Award: award 2 XP
  Fitting the Power Core (DC 10 Fix, required time 3 hours)
  Story Award: 4 XP
  Improving the on-board computer (DC 12 Program Fix, required time 2 hours) 
  Due to lack of proper technological components it is not possible to assemble an ICS 
  better than a basic computer. Once the fitting is complete treat the shuttle as a basic 
  shuttle frame.
  Story Award: award 3 XP
  D. COIL CANNON
  A huge coil cannon stands before you, the gun barrel measuring nearly eighty feet. Coil 
  cannons are not unknown to modern warfare but became obsolete when energy beam weapons 
  were adopted for large scale warfare.
  
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  This massive weapon works with electromagnetism and is capable of shooting a warhead 
  at tremendous speed. The coil cannon needs no repairing except some lubrication to 
  the inner mechanism, besides that, it is fully operational. The control panel allows an 
  operator to control the cannon.
  The Coil Cannon will prove to be useful once the Hobgoblin assault squad lands on 
  the planet (see Hobgoblin assault squad) and invades the subterranean complex. 
  In that moment the Hobgoblin battleship will be orbiting the planet (see Hobgoblin 
  battleship in orbit! for more details) remaining straightly aligned to the subterranean 
  complex coordinates, thus allowing the coil cannon to aim and shoot with considerable 
  precision.
  Once the Hobgoblin battleship reaches the planetary orbit.
  The Coil Cannon is the only weapon the PCs can use against the Hobgoblin Battleship 
  in order to bring it down and subsequently leave the planet in safety. The weapon is 
  able to aim and shoot once per round thanks to the satellites triangulation and computer 
  calculations.
  COIL CANNON STATS
  Dmg: 6d10; Hit roll bonus: +10
  Special properties: the coil cannon gets a +10 hit roll to hit the target due to 
  triangulation with satellites and thanks to computer calculations.
  Firing the coil cannon: firing with the coil cannon is like firing with a weapon 
  mounted on a spaceship. It takes 3 rounds for the warhead to cover the distance between 
  the surface and the target. This means that the PCs have the chance to fire three times 
  before the Hobgoblin battleship even realizes someone is shooting at them.  But, at the 
  same time it is highly probable that the battleship will have fired 3 times before the PCs 
  can counterattack.
  Damaging the Hobgoblin battleship: the Hobgoblin battleship has its own armor 
  class, hull points and shield points. For more details about these values see Hobgoblin 
  battleship in orbit! 
  ELEVATOR 2
  This elevator is exactly the same as Elevator 1, so it can hold up to 9 passengers and 
  moves up to 3 tons of weight. The engine is perfectly operational because the Duergars 
  are constantly maintaining it in efficiency. This elevator is required to access the three 
  
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  storage areas located on the lower levels, respectively Storage Area 2, Storage Area 3 
  and Storage Area 4. Keep in mind that close to Storage Area 4 the radiation level rises 
  to high. The elevator requires one round to travel from one level to another.
  TO ELEVATOR 2
  TO ROCKET 
  LAUNCH POD
  D1
  S
  D2
  D4
  D3
  E1.STORAGE AREA 1
  A huge 20 feet wide metal door stands before you. The control panel that manually opens the 
  door is opened and has gone through maintenance many times.
  The 20 feet wide automatic door is now closed but can be remotely opened from the 
  Control Room. If no one is in the control room then the PCs have to digit the code in 
  order to open the doors or attempt to hack the control panel, DC 7 Program skill check. 
  Beyond the door there are the five Duergar survivors and when the PCs arrive they are 
  resting, so it is possible they caught them by surprise if the PCs do not make noise.
  Once the doors are opened and the party enters inside the storage area, read to them the 
  following.
  The huge metal doors crack and slowly open. Through the breach you immediately spot two 
  humanoid figures lying on the ground, and apparently they have spotted you too. One of them 
  attempts to stand up but he seems to suddenly freeze as the doors open completely, leaving a 
  
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  clear line of sight between you and them. The humanoid screams in terror when he sees you, 
  trying to sneak away but is too panicked to coordinate his movements properly.  The light is 
  too dim so you can’t classify what kind of being you are looking at, for sure they are shorter 
  than you and appear to be wearing an armor and a helm.
  The Duergars were resting a while in what they now consider their home. When the 
  doors open they wake up wondering what is going on considering that no one else 
  should be down there with them. The Duergars have never met any intelligent alien 
  life form so, besides being scared and astonished, they are reluctant to start any kind of 
  hostility. However, if the PCs become hostile and open fire the Duergars fight to the 
  best of their capabilities.
  If the PCs do not become hostile, then all the Duergars inside the storage area slowly 
  show themselves.
  D1, D2: the two Duergars (soldier) at the center of the storage area were supposed to 
  mount guard.
  D3, D4: the two Duergars (soldier) rapidly changed their position when the doors opened 
  and hid behind the crates to ambush anyone or anything that was about to enter. When 
  they understand they are facing a humanoid life form they quickly realize they have just 
  made first contact with another intelligent life form.
  S: this is the Duergar scientist and he immediately finds a position out of the line of 
  fire. His name is Thurmvall and he is the Duergar that will show interest in peaceful 
  communication with the PCs (see Appendix: Duergar Survivors for more details 
  about this encounter).
  The PCs, by observing the Duergar’s physiology, immediately figure out a close 
  resemblance to the dwarf race.
  As a GM you now have to manage this encounter properly, avoiding, if possible, any 
  attempt to start a fight. The Duergars trapped here can be useful to the PCs and may 
  eventually join them on the Sawshark. Make use of diplomacy skill if you think it is 
  appropriate for this encounter and for your game-mastering style.
  The first obstacle to overcome for the two groups is communicating.
  If Tzaru is present he attempts to establish a telepathic link with Thurmwall, which he 
  recognizes as the leader of the group.
  Tzaru: Captain, I can easily communicate with these humanoids and I can state with a certain 
  degree of certainty that we are witnessing a sort of parallel evolution. They resemble in many 
  ways, our Karsk!
  If Tzaru is not present, advise the PCs they should request his presence as an interpreter 
  (keep in mind that the Contemplative race can communicate by means of telepathy), 
  
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  otherwise both the groups have to communicate by gestures, expressions, drawings or 
  whatever is necessary to understand each other.
  Each sentence or concept, no more than a dozen words, requires a DC 8 Know skill 
  check DC 16 in order to be properly translated or understood and takes 10 minutes 
  (don’t forget to keep track of time). Another interesting role-playing solution is having 
  both you and the PCs effectively “talk” by means of gestures and drawings. 
  Once the PCs establish peaceful communication with the Duergars, they can obtain 
  interesting information about the subterranean complex, its purpose, the incident, and 
  so on. 
  In any case the Duergars are reluctant to provide information about their home-planet 
  and will not reveal intelligence that could endanger their species.
  Story award: 20 XP (only if the PCs manage to befriend the Duergars).
  Equipment: 64 crates containing 2,000 credits of materials and components useful to 
  craft weapons, armors, augmentations, computers, technological items 
  Heavy duty robot: two manual robots are stationed inside the storage area. They are 
  
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  not equipped with any AI, so they need a driver in order to function. If the PCs want, 
  they can mount weapons on each robot, maybe weapons they craft by employing the 
  materials found inside the storage area.
  E2.STORAGE AREA 2
  TO ELEVATOR 2
  TO ROCKET 
  LAUNCH POD
  XW2
  XW1
  Storage Area 2 contains other crates and more materials the PCs can employ to produce 
  more items, together with a couple more Heavy Duty Robots. However, the area is 
  not safe because two Xenoworms (see XW1 and XW2) are lurking beyond the walls. 
  If the PCs enter the storage area then the xenoworms appear and attack shortly after by 
  opening a breach into the concrete walls. Being attacked in this area is more dangerous 
  than being attacked in Corridor A. 
  Here radiation is stronger (medium level radiation), thus the xenoworms pursue the 
  PCs to the elevator doors if necessary. For this encounter, the PCs probably require to 
  employ the modified robots because facing two xenoworms at the same time represent 
  a higher challenge.
  Creature: Xenoworm (2) hidden beyond the concrete walls.
  Equipment: 24 crates containing 750 credits of material and components useful to 
  
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  craft weapons, armors, augmentations, computers, technological items.  
  E3.STORAGE AREA 3
  When the elevator doors open you see in front of you an improvised barricade made of 
  creates which block the way to the storage area. The door leading inside is closed except for a 
  small 3 foot wide opening.
  TO ELEVATOR 2
  TO ROCKET 
  LAUNCH POD
  XW1
  XW2
  Storage area 3 has already been invaded by xenoworms that use this place as nest. The 
  Duergars tried to retake control of this area but they are too few to defeat the worms 
  alone. When the PCs arrive the xenoworms (XW1 and XW2) are sleeping inside holes 
  dug through the concrete walls. If the PCs have already met the Duergars then they are 
  probably informed about the xenoworms presence. In this encounter the PCs have the 
  chance to take the “sleeping” xenoworms by surprise .
  If the PCs defeat the xenoworms have them roll a DC 10 Notice skill check to spot signs 
  of burns on their skin. Further analysis, DC 9 Heal skill check, reveal severe wounds 
  caused by a bludgeoning blow. What the PCs don’t know is that these wounds have 
  been caused by the Earth Elemental that is occupying the nuclear reactor.
  Creature: Xenoworm (2)
  
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  Equipment: 17 crates containing 3,500 credits of materials and components useful to 
  craft augmentations and technological items.
  E4.STORAGE AREA 4
  Many crates are scattered and block the way inside the last storage area. It seems they were 
  placed here in a hurry. The corridor walls bear marks of gunfire, you clearly spot bullet 
  TO ELEVATOR 2
  TO ROCKET 
  LAUNCH POD
  holes on the surface. Apparently the Duergars undertook a harsh fight to defend their last 
  perimeter. The radiation indicator rises to severe.
  The three brown spots are barrows of soil, where the xenoworms emerged from. Each 
  barrow hosts a xenoworm and a tunnel that leads directly to the nuclear reactor below.
  Each tunnel emerges to the reactor ceiling and is 40 feet long, not in a straight line. If the 
  PCs plan to reach the reactor by other means, the tunnels are a valid option.
  Note for the GM: the tunnels that connect Area E4 to Area G (the ceiling of the 
  Nuclear Reactor) are not marked on the map. Feel free to place these tunnels where it 
  is the most convenient.
  Only two tunnels are occupied by xenoworms, the third one hosts just the corpse of the 
  creature.
  
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  Once the PCs reach the door, have the xenoworm roll a DC 12 Notice skill check, or set 
  a DC according to any Sneak check the PCs may roll
  Creature: Xenoworm (2)
  Equipment: 13 crates containing 500 credits of materials and components useful to 
  craft augmentations and technological items.
  F. ROCKET LAUNCH POD
  The launch pod looks immense and when you take a look inside you feel dizzy. A 120 foot long 
  rocket dominate the sight and four retractable walkways grant access from every storage 
  TO STORAGE AREA 1
  SLIDING ROOF
  TO STORAGE AREA 2
  TO STORAGE AREA 3
  TO STORAGE AREA 4
  area.
  The rocket had the purpose to launch crew, equipment, gears and satellites into orbit. It 
  is reusable, so it is projected to land back on the surface. 
  The rocket requires a lot of hydrogen/oxygen fuel and the compounds produced by 
  the Sawshark are easily compatible with the rocket requirements. Keep in mind that 
  the Sawshark possesses the technology to split water into hydrogen and oxygen, the 
  machinery that does so are on the third deck.
  1) If the PCs lost their ship, this rocket could be an obsolete but worthy alternative to 
  leave the planet and get back to the Cerberus. Apply the Setting Course procedure 
  
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  as explained in Chapter 2 or just consider that the rocket relies only on combustion 
  engines and that it can travel only by inertia once it leaves the planet´s orbit.
  2) If the PCs want to send a big load of crates, of which the Sawshark has no room, 
  into outer space, the rocket has enough capacity to carry all of the crates found inside 
  the storage areas together with the Modified Robots. Keep in mind that the rocket 
  requires at least one pilot.
  ELEVATOR TUBE 3
  This elevator descends to the lower level of the subterranean complex and opens into 
  Corridor B, once the PCs reach the bottom the radiation level rises to medium. It is as 
  long as Elevator 1, in that it is 125 feet deep, and can move 5 feet per round.
  CORRIDOR B
  The corridor leading to the nuclear reactor looks creepy and abandoned, you can feel that 
  the radiation has wiped out any living matter. It is nearly 100 feet long and at the end you 
  spot a dim luminescence, at the same time your radiation scanner is going crazy due to  
  radioactivity rising every step you get closer.
  The corridor is completely abandoned and there are no signs of xenoworm passages.
  G.NUCLEAR REACTOR
  The reactor lies 60 feet below you and the stairs leading down are wrecked or oxidized. It is 
  immense compared to the other places you have explored inside the complex. You distinguish 
  five different modules that compose the reactor. In the center there is the containment chamber 
  which contains the fissile material, on the right you spot what should be the generator, on 
  the left there is the condenser, and at the bottom is the turbine. What you don’t recognize is 
  another odd component connected directly to the containment chamber. What is certain is 
  that the 5% of the unknown detected energy source is coming from that strange machinery.
  Read the Nuclear Transmutator description for more details.
  The Nuclear Reactor provides electricity to the whole subterranean complex. 
  However, the Containment Chamber is suffering a serious structural flaw causing a 
  dangerous radiation leak. The PCs immediately detect something wrong is occurring 
  inside the nuclear reactor. The lectures clearly mark that the reactor has already gone 
  out of control and in some inexplicable way the core is under a constant suspended 
  nuclear meltdown. 
  However, this energy is being absorbed and redirected elsewhere, even if they can’t 
  yet figure out what is preventing the core from exploding and where all that energy is 
  
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  flowing. In order to discover what is happening they have to climb down and analyze 
  each component.
  The whole nuclear plant is actually an open portal to the Elemental Plane of Earth, 
  and the Earth Elemental that came in long time ago is still around. 
  To safely access the nuclear reactor the PCs must defeat an Earth Elemental first, who is 
  protecting the extra-dimensional opening, preventing anyone from reaching its native 
  plane. The stairs leading down to the reactor are damaged, so it is necessary to climb 
  CORRIDOR B
  CONTAINENT CHAMBER
  GENERATOR
  ENERGY 
  OUTPUT
  COOLANTS
  FLO
  TURBINE
  CONDENSER
  UNKNON 
  COPONENT
  down by other means.
  RADIOACTIVE EARTH ELEMENTAL
  The Earth Elemental appears once the PCs try to climb down into the nuclear reactor. 
  The gate leading to its home plane is constantly open and the Elemental is lurking close 
  to it. If the PCs want to analyze and fix the nuclear reactor they first have to defeat or 
  neutralize the Earth Elemental. Once the creature is defeated, the PCs have free access 
  to Area G.
  Tactics: the Earth Elemental´s only concern is to guard the portal and will fight until 
  the PCs flee or are dead. If, after the first assault, the PCs withdraw, then the Earth 
  
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  Elemental won’t chase them. However, the creature remembers what happened and if 
  the PCs return for the second time the Earth Elemental eventually goes after them. Just 
  consider that its size is obviously an obstacle.
  Creature: Radioactive Earth Elemental (1).
  UPGRADING THE NUCLEAR REACTOR
  Before the PCs can safely extract the Nuclear Transmutator, they have to update the 
  technology of all the reactor´s modules and, once the reactor is updated, the artifact 
  can be extracted without causing a chain reaction. Only one person can oversee a single 
  component of the nuclear reactor at a time.
  Upgrading the Condenser (required time 2 hours)
  This 30-feet high giant tank receives steam from a 135 foot long pipe and turns it into 
  liquid so that it can be reused by the Containment Chamber which, thanks to the 
  nuclear reactions, turns again the liquid into steam. 
  Upgrading the condenser requires a successful DC 9 Fix skill check.
  Story award: 1 XP
  Repairing the Containment Chamber (required time 8 hours)
  This is the core of the nuclear reactor and from here the steam is directed into the 
  Turbine. Green cables connect to the octagonal platform that host the Nuclear 
  Transmutator and pass through a couple of electronic interfaces. 
  It seems that raw nuclear energy is flowing through the green cables. At the moment the 
  Containment Camber is suffering a flaw that occurred decades ago and was responsible 
  for the death of the first exploratory mission. 
  The rift present on the metallic structure of the containment chamber must be repaired 
  in order to control the nuclear meltdown. 
  Repairing the containment chamber requires a successful DC 12 Fix skill.
  Story award: 3 XP
  Upgrading the Coolants Flow (required time 2 hours)
  These pipes regulate the coolants flow output and input, draining cold liquids from 
  subterranean sources. 
  Upgrading the coolant flows requires a successful DC 8 Fix skill check.
  Story award: 1 XP
  
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  Upgrading the Generator (required time 3 hours)
  The Generator transforms the raw energy that is produced but the turbine into usable 
  electric energy to feed all the subterranean complex. 
  Upgrading the generator requires a DC 9 Fix skill check.
  Story award: 2 XP
  Upgrading the turbine (required time 3 hours)
  Steam coming from the Containment Chamber moves the powerful turbine and 
  produces raw electricity. 
  Upgrading the turbine requires DC 10 Fix skill check.
  Story award: 2 XP
  Once all the upgrading and repairing are accomplished, the level of radiation returns to 
  normal. Reduce the radiation level of one factor after one hour.
  UNKNOWN COMPONENT AND THE NUCLEAR TRANSMUTATOR
  The device apparently receives raw nuclear energy from the Containment Chamber, 
  the energy is carried by glowing green pipes and passes through two technological 
  interfaces before reaching the Nuclear Transmutator. A local computer is monitoring 
  the whole device. The artifact is absorbing the uncontrolled energy produced by the 
  fissile reactions and is redirecting the flow into the Elemental Plane of Earth. 
  The PCs easily figure out what is occurring because lectures on the computer and analysis 
  of the electric connection are easy to understand.  However, they do not have a clue of 
  how the artifact is exactly doing this.
  The Nuclear Transmutator is placed on an octagonal pedestal, if the PCs have undergone 
  the upgrading process they can safely remove the artifact from the platform.
  HOBGOBLIN BATTLESHIP IN ORBIT!
  This event occurs once the control room has been activated and at least 12/24 hours 
  have elapsed.
  Once the Hobgoblin Battleship reaches the planetary orbit (see Control Room for 
  more details) it starts a bombardment at the subterranean complex coordinates. 
  Probably at this point, the Hobgoblin Assault Squad has already landed and invaded 
  the complex (see Hobgoblin Assault Squad for more details). 
  The Hobgoblin commander could decide to open fire, even if his assault squad is still 
  
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  inside, taking advantage of the confusion generated by the skirmish. The only means 
  the PCs have to avoid being buried under the rocks is firing back with the Coil Cannon 
  (see Coil Cannon for more details).  
  Keep in mind that a shot from the Coil Cannon requires three rounds to reach the 
  target, this is because the coil cannon’s warheads are fast, but not as fast as the more 
  modern energy weapons.
  Details about the Hobgoblin battleship are stated in the table below, like shields points, 
  hull points and armor class. Remember the PCs are not supposed to directly engage the 
  battleship which, for the sake of this episode plays more the role of a background actor.
  HOBGOBLIN BATTLESHIP STATS
  HP: 100; Shield: 36; AC 15.
  COIL CANNON STATS
  Dmg: 6d10; Hit roll bonus: +10
  These statistics are what the GM needs to know in order to manage the long range 
  skirmish between the Hobgoblin battleship and the coil cannon.
  THE BOMBARDMENT STARTS
  The bombardment hits the mountains but can hardly penetrate the rocky surface. It 
  lacks of precision due to the thick atmosphere and the magnetic field interfering with 
  the battleship sensors. However, the warhead explosions make the earth tremble thus 
  affecting the subterranean structure. Every round the battleship fires its batteries, three 
  warheads hit the mountain. Choose randomly from the table below which part of the 
  subterranean complex is affected and what effects the hit produces due to underground 
  earthquakes. If a hit affects an area more than once, both in the same round or in 
  subsequent rounds, Table 1.10 states the effect by a sequential number, 1st, 2nd, 3rd. 
  As a GM feel free to create different effects as appropriate. Keep in mind that consecutive 
  hits on the same area can lead to permanent structural damages.
  Example: during the first round you roll 2 so the entrance receives one hit from the 
  battleship and the occupants suffer 1d6 damage. The second round you roll a 1 and 
  the occupants suffer again 1d6 damage, but this time the electric engine explodes and 
  Elevator 1 stops working.
  
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  D20
  AREA
  EFFECTS
  1-2
  ENTRANCE
  1st hit: occupants suffer 1d6 damage
  2nd hit: the electric engine explode, Elevator 1 stop working
  3rd hit: Energy Barrier collapse; see Generators for more details 
  1st hit: occupants suffer 1d6 P damage
  2nd hit: Elevator 1 is stuck inside the tube
  3rd hit:  Elevator 1 falls, occupants suffer 10d6 damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage
  3rd hit: occupant suffer 3d6 fire damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage
  3rd hit: occupant suffer 3d6 fire damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage
  3rd hit: occupant suffer 3d6 fire damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage
  3rd hit: occupant suffer 3d6 fire damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage
  3rd hit: occupant suffer 3d6 fire damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage; one xenoworm appears
  3rd hit: occupants suffer 3d6 damage; corridor is blocked by debris 
  1st hit: occupants suffer 1d6 damage
  2nd hit: sliding ceiling collapse; occupants suffer 3d6 damage
  3rd hit: shuttle explode; occupants suffer 5d6 fire damage 
  1st hit:  occupants suffer 1d6 damage;  -1 penalty on hit roll
  2nd hit: occupants suffer 2d6 damage;  -2 penalty on hit roll
  3rd hit: occupants suffer 3d6 damage;  -4 penalty on hit roll 
  1st hit: occupants suffer 1d6 damage
  2nd hit: Elevator 2 is stucked inside the tube
  3rd hit: Elevator 2 falls, occupants suffer 4d6 damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: sliding ceiling collapse; occupants suffer 3d6 damage
  3rd hit: Rocket explode; occupants suffer 10d6 damage; explosion 
  extends to all storage areas causing 5d6 damages to any occupant. 
  1st hit: occupants suffer 1d6 damage
  2nd hit: Elevator 3 is stucked inside the tube
  3rd hit: Elevator 2 falls, occupants suffer 10d6 damage 
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage; the condenser sprouts 
  high temperature steam causing 2d6 heat damage to any occupant
  3rd hit: occupants suffer 3d6 damage; the coolants flows become 
  breached and liquids invade the nuclear reactor submerging the entire 
  area in one hour 
  ELEVATOR TUBE 1
  QUARTERS
  CORRIDOR A
  SHUTTLE BAY
  COIL CANNON
  ELEVATOR TUBE 2
  STORAGE AREA 1
  STORAGE AREA 2
  STORAGE AREA 3
  STORAGE AREA 4
  ROCKET LAUNCH POD
  ELEVATOR TUBE 3
  CORRIDOR B
  NUCLEAR REACTOR
  3
  4
  5
  6-7
  8
  9
  10
  11
  12
  13
  14-16
  17-18
  19
  20
  1st hit: occupants suffer 1d6 damage
  2nd hit: occupants suffer 2d6 damage; one xenoworm appears
  3rd hit: occupants suffer 3d6 damage; corridor is blocked by debris 
  
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  CHAPTER 5-COING BACK!
  If the PCs survive the bombardment it means that the Hobgoblin Battleship has been 
  defeated and the Hobgoblin Assault Squad wiped out. The road is clear and now they 
  can come back to the Cerberus and save the day. The only issue the PCs could face is the 
  lack of fuel to take off and leave the orbit.
  TAKING OFF (fuel units -30)
  The take-off of the Sawshark is now safer but consumes much more fuel. As we said, 
  the ICS has already assembled an algorithm that optimizes the combustion engine so 
  that no engineers are required to stabilize the ship. 
  If everything went fine during the Setting Course and Landing Protocol the ship 
  should have consumed 20 fuel units, more if one or more Pilot skill checks went wrong.
  TARGET LOCKED!
  Sometimes a wounded lion is more dangerous than ever. Once the Sawshark reaches 
  the planetary orbit, and before the crew can set the course back to the Cerberus, some 
  Hobgoblin survivors on board the battleship make a last attempt to take revenge on 
  those who destroyed their home. If the PCs are employing any other means other the 
  Sawshark to leave the planet, then the Hobgoblin Battleship will not open fire.
  Two waves of Micro-Missiles are fired by the battleship at the Sawshark. Consider the 
  micro-missiles have a flat +4 hit roll, 2d4 damage. 
  After the Hobgoblin battleship shot its last bullet the PCs spot an explosion sprouting 
  from the enemy hull and then the wrecked battleship ceases to work.
   
  WAY BACK HOME (required time 24 hours)
  It is over. The PCs can start the journey and go back to the Cerberus. Exhausted, 
  wounded, burned and with some broken bones but at least alive to see another day. 
  Communications with the Cerberus are now safe and there is no point in relying only 
  on the combustion engine. The pilot can now employ the pulse engine at full power 
  and bring everybody at home. Maybe the PCs decided to take the Duergars with them, 
  who in return join the crew and will help the PCs in their next steps. Maybe some of 
  the NPC died, so they will have time to celebrate funerals in the most appropriate way. 
  What matters most now, is that the road to home is clear.
  
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  ENDING
  The adventure ends with the PCs and their allies docking at the Cerberus and delivering 
  the Nuclear Transmutator. The outpost will be operational in a few days, seven days 
  before the arrival of the freighter with fresh supplies, personnel, provisions and spare 
  parts.
  THE SUBROUTINE
  While the Cerberus crew is mounting and adapting the artifact to the power core, other 
  events are occurring inside the Hobgoblin battleship. The drones that escaped from the 
  Sawshark during the first episode, Distress Call, finally emerge. 
  The Subroutine has now evolved and has learned. It is employing the battleship 
  materials and assembling new drones, reprogramming them for fighting. 
  Inside the battleship there is a star-fighter also, which the Subroutine is reprogramming 
  to be auto-piloted. The wreck of the battleship is not totally useless, its cannons and 
  engines can be repaired and the Subroutine is preparing the dead ship to move again 
  into battle.
  POSSIBLE ENDINGS
  If you are running your own campaign or you just prefer a different ending that fits 
  with your goals, we propose some options:
  Explore the wreck of the Hobgoblin Battleship
  If your players do not care about saving the Cerberus, or you have prepared another base 
  of operations for your campaign, then you may want the PCs to explore the battleship 
  wreck. They surely make their way inside the ship, but they will have to fight some of 
  the Hobgoblin still alive inside, and later fight against some drones or whatever you 
  wish to place inside the ship.
  Stuck underground
  The PCs and their allies will not go anywhere. Their ship was accidentally hit by 
  the bombardment and it is now a pile of molten metals. They have to rely on their 
  knowledge to survive enough time to assemble a new ship from scratch...or eventually 
  dig underground and make new discoveries.
  
  69
  69
  ADVENTURE AWARD
  Once the adventure is over, it’s time to award something to the player. As a GM feel 
  free to award them XP or anything else you find appropriate for your campaign goal. As 
  an adventure award we propose a bonus traits for all PCs and NPCs as well (except the 
  Duergars if they joined).
  TEAMWORK (BONUS TRAIT)
  PCs and NPCs crew have learned to coordinate their actions and improve their efficiency.
  Prerequisites: to be a crewmember of the Sawshark. Having survived the underground 
  complex during the course of this adventure.
  Benefits: when characters are using a skill and are on the same spaceship they get a +1 
  circumstance bonus on all their skill checks.
  THE NEXT EPISODE
  One week later the Cerberus is repaired, the freighter finally arrives, carrying fresh 
  provisions, equipment, and some new personnel. The PCs and their allies will have 
  to defend their position and their lives against a massive assault from the Subroutine, 
  which, by that time, has assembled numerous self-replicating drones that will try to 
  infiltrate both the Cerberus and the Freighter. Its purpose is to reach the Federation 
  borders and spread its viral code to every federation controlled star system. 
  The Subroutine´s long term plans become more evident at this point and apparently 
  lurking the Hobgoblin battleship into the star system was not a coincidence.
  
  70
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  APPENDIX
  NPC
  The NPCs described here do not contain any reference about their home planets. Details 
  are left to you as a GM and creator of you own setting. More details will come when 
  the specific setting of this adventure path will be published.  Feel free to use any content 
  inside this module to enrich and expand your own setting.
  DUERGAR, THURMVALL
  HD
  AC
  Attack
  Damage
  Move
  2 (11 hp)
  16 (Plated Armor)
  +0 (Combat Rifle)
  1d12 (Combat Rifle)
  Fix +3; Heal +3; Know +2
  Str 10 Dex 12 Con 15 Int 13 Wis 10 Cha 5
  6 meters
  ML
  Saves
  Skills
  Stats
  9
  Combat Rifle, Medical Tool Kit, Plated Armor
  Equipment
  Physical 14, Evasion 15, Mental 15
  Thermal Vision, Resistance to Radiations
  Special
  BACKGROUND
  Thurmvall is the only high ranking officer still alive inside the underground complex. 
  Specialized in biology and medicine he represents the one who has always believed in 
  the existence of other intelligent species besides his own. 
  When first contact with the PCs occurs, he is probably the one to take the first step in 
  an attempt to establish peaceful communication.
  DUERGAR, SOLDIER
  HD
  AC
  Attack
  Damage
  Move
  2 (14 hp)
  16 (Plated Armor)
  +2 (Combat Rifle, Survival Knife)
  1d12+2 (Combat Rifle); 1d4+2 (Survival Knife)
  Shoot +2; Punch +2; Work +1  
  Str 13 Dex 11 Con 16 Int 9 Wis 12 Cha 4
  6 meters
  ML
  Saves
  Skills
  Stats
  8
  Physical 14, Evasion 15, Mental 15
  Thermal Vision, Resistance to Radiations
  Special
  Combat Rifle, Survival Knife, Plated Armor
  Equipment
  
  71
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  BACKGROUND
  Karsk had been hired by Basirius Corporation a few weeks before the Sawshark departed 
  for the DLB01 star system. 
  Karsk left his community and specialized in xeno-technology, mostly due to boredom 
  by the lack of innovation among his people. He is sophisticated when it comes to talking 
  about technical specifications, but once completing his duties he likes to relax and spend 
  his free time in good company.
  NUMA
  HD
  AC
  Attack
  Damage
  Move
  2 (8 hp)
  11 (Environmental Suit)
  +1 (Laser Pistol)
  1d6 (Laser Pistol)
  Fix +2; Program +2; Work +2
  Str 8 Dex 12 Con 13 Int 15 Wis 8 Cha 9
  10 meters
  ML
  Saves
  Skills
  Stats
  7
  Equipment
  Laser Pistol, Environmental Suit, Advanced Engineering Tool Kit
  Physical 15, Evasion 14, Mental 15
  KARSK
  HD
  AC
  Attack
  Damage
  Move
  2 (10 hp)
  11 (Environmental Suit)
  +1 (Laser Pistol)
  1d6 (Laser Pistol)
  Fix +3; Program +2; Know +1
  Str 10 Dex 12 Con 13 Int 13 Wis 10 Cha 7
  10 meters
  ML
  Saves
  Skills
  Stats
  9
  Equipment
  Laser Pistol, Environmental Suit, Advanced Engineering Tool Kit
  Physical 15, Evasion 15, Mental 15
  BACKGROUND
  Numa is an engineer specialized in designing and crafting technological items. Her field 
  of study is biotechnological engineering which requires knowledge in both anatomy 
  and mechanical devices. She voluntarily implanted her prosthetic left arm to improve 
  her skills. She has an open aptitude toward almost any issues and her critics tend to be 
  as much as constructive as possible. Renowned in Basirius Corporation for her loyalty, 
  she always puts mission goals above anything else.
  
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  72
  SAH’AH MAL
  HD
  AC
  Attack
  Damage
  Move
  2 (7 hp)
  11 (Environmental Suit)
  +1 (Laser Pistol)
  1d6 (Laser Pistol)
  Fix +3; Program +1; Survive +1
  Str 8 Dex 12 Con 13 Int 13 Wis 10 Cha 9
  10 meters
  ML
  Saves
  Skills
  Stats
  6
  Equipment
  Laser Pistol, Environmental Suit, Advanced Engineering Tool Kit
  Physical 15, Evasion 15, Mental 15
  BACKGROUND
  Sah’ah Mal is specialized in reverse-engineering. However, she has never finished her 
  career of studies. Basirius Corporation hired her due to her merits in analyzing and 
  replicating hi-tech discoveries produced by market competitors. 
  She is supposed to work in team with Karsk, but the woman is too taciturn and 
  introverted to for a dwarf. She spends most of her time at the lab, studying devices and 
  executing security protocols.
  TZARU
  HD
  AC
  Attack
  Damage
  Move
  2 (9 hp)
  11 (Environmental Suit)
  +1 (Laser Pistol)
  1d6 (Laser Pistol)
  Fix +4; Lead +1; Program +4  
  Laser Pistol, Environmental Suit, Advanced Engineering Tool Kit
  Str 8 Dex 12 Con 11 Int 17 Wis 8 Cha 11
  10 meters
  ML
  Saves
  Skills
  Stats
  Equipment
  7
  Physical 15, Evasion 14, Mental 15
  BACKGROUND
  Tzaru is specialized in repairs and maintenance beside being a talented telepath. He is 
  considered the team leader among all the other engineers on board. Patient, kind, and 
  brilliant he is the one who makes the whole machine working. 
  Besides being a good engineer and computer expert, he always and openly recognizes that 
  Sah’Ah Mal is the best engineer on his team. He tends to be very talkative when relaxed 
  and spends his free time with the Sah’Ah Mal, trying to compensate her introverted 
  personality. He loves to tell stories and anecdotes.
  
  73
  73
  WASSILY
  HD
  AC
  Attack
  Damage
  Move
  2 (12 hp)
  11 (Combat Suit)
  +2 (Laser Pistol)
  1d6+1 (Laser Pistol)
  Heal +2; Survive +2; Work +2
  Str 10 Dex 12 Con 11 Int 13 Wis 14 Cha 12
  10 meters
  ML
  Saves
  Skills
  Stats
  10
  Equipment
  Laser Pistol, Combat Suit, Advanced Medical Tool Kit
  Physical 15, Evasion 15, Mental 15
  BACKGROUND
  Wassily is a 30-year-old man and a close friend of Captain Tibb. He served in the army 
  of his homeland planet as a war medic with a specialization in emergency surgery. 
  Captain Tibb wanted him aboard when he received the contract proposal from Basirius 
  Corporation. He has no family left behind and has worked as a generic doctor in some 
  secondary outposts since being dismissed from the army. He is committed to his job and 
  a tenacious man. He will prove to be a valuable companion to the PCs if they give him 
  the opportunity.
  
  74
  74
  NUCLEAR TRANSMUTATOR
  When the Duergars built the nuclear reactor inside the subterranean complex they were 
  planning a second experiment. Mixing the force of nuclear power and that of arcane 
  magic. Their civilization was intensively researching energy sources to master faster 
  than light travel and start their own conquest of space. 
  Theoretically they knew it was possible to achieve such goal, but practically they were 
  aware of the tremendous amount of energy required to accomplish such travels. Nuclear 
  energy was not enough. 
  So, in their attempt to speed up their advancement they decided to rely on the power 
  of arcane magic. The Duergar civilization has always been capable of mastering the 
  mysteries of the Arcane, but never decided, until that moment, to mix the two disciplines. 
  They thought that in this way they could achieve their goal and so they took the big step. 
  They decided to set up their first experiment on the fourth planet of their solar system, 
  the closest to their home-planet. 
  Engineers and scientists projected and built the underground complex, which would 
  have hosted a nuclear reactor, while wizards were crafting the artifact. Both the nuclear 
  reactor and the artifact were supposed to work together. 
  The Nuclear Transmutator was finally born. A team of fifty Duergars composed of the 
  best scientists, engineers and wizards made this project possible and in few years of hard 
  work the project was finally completed. Then came the Day. The nuclear reactor was 
  online and the artifact was only waiting to be connected to the nuclear energy source. 
  Their plan was to feed the Nuclear Transmutator with nuclear energy, then the artifact 
  would have converted and amplified this massive amount of energy into exotic energy, 
  much more powerful and capable of energizing any kind of engine, capable of warping 
  the fabric of space-time thus opening the doors to space travel. 
  Even if the theory behind the project could have worked, their technological advances 
  in other fields, essential to control the exotic reactions, were not yet complete. 
  Once the reactor started to energize the Nuclear Transmutator they lost control. The 
  artifact was absorbing more energy than expected and was generating an exponential 
  energy output beyond the safety countermeasures. The artifact, instead of converting 
  nuclear energy into exotic energy, started to transmute matter at atomic level. 
  The atmosphere of the planet was broken apart and reassembled while exotic radiation 
  polluted every corner of the planet. This first event killed most of the Duergars inside 
  the complex, those who survived knew that if they didn’t stop or contain the energy 
  produced by the transmutator the consequences would have been catastrophic. Things 
  got worse when the excessive energy backfired and crippled the integrity of the 
  containment chamber. 
  
  75
  75
  At that point they became aware that an uncontrolled nuclear reaction was imminent. 
  In a last desperate effort the wizards made achievements, where the scientists didn’t.
  If it was not possible to stop the artifact then they had to create a vent to somewhere 
  else. They opened an inter-dimensional gate into the Elemental Plane of Earth and 
  redirected all of the energy produced by the transmutator inside the plane. 
  Since that day the Nuclear Transmutator has never stopped functioning and the breach 
  is still open.
  When the PCs discover the Nuclear Transmutator: the artifact at the moment 
  can’t be disconnected from the nuclear reactor, the backfire will generate an explosion 
  strong enough to incinerate the whole subterranean complex and possibly jeopardize 
  the planet´s geological stability. First the PCs have to fix the breach in the containment 
  chamber and only then they will be able to handle the energy flowing from the reactor 
  to the artifact. While this task was out of reach for the Duergars, it is possible for the 
  PCs thanks to their more advanced technology and knowledge.
  The Nuclear Transmutator in this adventure: the Nuclear Transmutator is capable 
  of generating enough energy to restore the Cerberus systems and can help the PCs to 
  reactivate the power core. During this adventure the powers of the artifact won’t be 
  explained because more details will be described in the following episodes. The PCs will 
  slowly uncover the potential of the artifact by means of research and experimentation.
  The Nuclear Transmutator in your adventure or campaign: if you wish to play 
  just this adventure and want your players to find an ancient relic capable of mixing 
  the power of technology with the power of Arcane magic, this could be an interesting 
  option.
  
  76
  76
  ALIEN DATABASE
  BLUE OOZE
  HD
  AC
  Attack
  Damage
  Move
  1 (2 hp)
  5 (-2 Dex, -3 Morphology)
  -2 (slam)
  1d4-2 (slam) + 1d4 (cold touch)
  Exert -6, Notice +2, Sneak +2
  Str 2 Dex 3 Con 10 Int - Wis - Cha -
  9 m. (climbing), 15 m. (flying, only at zero gravity)
  ML
  Saves
  Skills
  Stats
  Special
  12
  Immune to Cold, Vulnerable to Fire, Blindsenses, Amorphous
  Physical 15, Evasion 16, Mental -
  DESCRIPTION
  A blue ooze is a primitive life form which exists in the outer belt of the DLB4.01 star 
  system. It’s a methane based organism which feeds on carbon compounds and uses low 
  levels of radiation to activate its bio-chemical processes. 
  It is encountered lurking within asteroids facing toward the brown dwarf star where it 
  recharges by absorbing radiation. However, it is attracted by the radiation emitted by a 
  ship’s defensive shields. When one comes within reach of these creatures they swarm 
  toward the radiation source. Of course, this action can kill them, but it can happen that 
  the shields are down and some of these pests manage to slip inside the ship. 
  Carbon-based life forms represent an unprecedented food source for these alien oozes 
  which usually feed on extremely low quantities of carbon compounds. Even if they need 
  low heat emitted by radiation they can’t tolerate extreme heat like fire which ignites 
  them instantly if oxygen is present in the environment.
  Immune to Cold. Blue Ooze are not harmed by effects related to cold or extremely low 
  temperature. 
  Vulnerable to Fire. The chemistry of a Blue Ooze makes the creature very vulnerable 
  to fire and sparks. Fire damage trigger the methane contained in its metabolism and 
  destroys the ooze immediately.
  Blindsenses. Blue Oozes can detect radiation and micro gravity fluctuations in order to 
  orient their movement.
  Amorphous. Blue Ooze do not have a solid structure. They can slip through tiny fissures 
  and small cracks without reducing their speed.
  
  77
  77
  DESCRIPTION
  Mutated ooze are a direct mutation of a blue ooze, usually this mutation occurs when 
  the creature come in contacts with artificial radiations, by assimilation of alien organic 
  compound or living being.
  Immune to Cold. Blue Ooze are not harmed by effects related to cold or extremely low 
  temperature. 
  Vulnerable to Fire. The chemistry of a Blue Ooze makes the creature very vulnerable 
  to fire and sparks. Fire damage trigger the methane contained in its metabolism and 
  destroys the ooze immediately.
  Blindsenses. Blue Oozes can detect radiation and micro gravity fluctuations in order to 
  orient their movement.
  Amorphous. Blue Ooze do not have a solid structure. They can slip through tiny fissures 
  and small cracks without reducing their speed.
  BLUE OOZE, mutated
  HD
  AC
  Attack
  Damage
  Move
  3 (20 hp)
  8 (+1 Dex, -3 Morphology)
  +2 (slam)
  1d6+1 (slam) 1d4 (cold touch)
  Exert +1, Notice +2, Sneak +1
  Str 14 Dex 14 Con 15 Int -Wis - Cha -
  ML
  Saves
  Skills
  Stats
  Special
  12
  Physical 13, Evasion 13, Mental -
  Immune to Cold, Vulnerable to Fire, Blindsenses, Amorphous
  9 m. (climbing), 9 m. (flying, only at zero gravity)
  EARTH ELEMENTAL, radioactive
  HD
  AC
  Attack
  Damage
  Move
  12 (100 hp)
  18
  +10 (slam)
  2d6+8 (slam)
  Exert +8, Notice +2, Sneak +2
  Str 20 Dex 18 Con 18 Int 3 Wis 8 Cha 8
  6 m. (walking, can pass through rocky formations)
  Tremorsense, Radioactive Aura 
  ML
  Saves
  Skills
  Stats
  Special
  11
  Physical 2, Evasion 14, Mental 9
  DESCRIPTION
  Radioactive earth elemental is exactly like an ordinary earth elemental but its mineral 
  composition is highly enriched of radioactive materials or isotopes.
  Tremorsense. Earth Elemental can detect small vibrations propagating on the ground.
  
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  78
  Radioactive Aura. This specific version of Earth Elemental emanates strong radiation 
  in an average radius of 6 meters.
  ELECTROVORE
  HD
  AC
  Attack
  Damage
  Move
  2 (8 hp)
  14 
  +1 (tail slap)
  1d4 (tail slap)
  Exert +1, Notice +2, Sneak +1
  Str 13 Dex 18 Con 12 Int 1 Wis 10 Cha 4
  5 m. (sneaking), 10 m. (flying)
  Electric Discharge, Syphon Energy
  ML
  Saves
  Skills
  Stats
  Special
  6
  Physical 14, Evasion 12, Mental 15
  DESCRIPTION
  Electrovores are serpent-like creatures with wings that feed on electrostatic energy and 
  electric impulse. They live in clusters in environment with very low gravity and thin or 
  completely absent atmopshere pressure.
  Electric Discharge. If the Electrovore score a 1 when rolling for damage with its tail 
  slap, then it discharges an electric impuls that deals 1d4 damage. The target is entitled to 
  roll an Evasion/Dexterity saving throw to avoid the effect.
  Syphon Energy. For every point of electrical damage dealt with the tail, the Electrovore 
  gain one point of energy. The electrovore can convert these points as follows.
  1 point: +1 damage to the next attack.
  2 points: +1 attack in the next round of combat.
  3 points: regenerate 1d6 wounds.
  4 points: all previous bonuses.
  
  79
  79
  DESCRIPTION
  Heavy duty robots serve industrial and construction purposes. An expert engineer can 
  modify these machines and transform them to the closer thing to a mech. 
  Integrated Weapons. The robot can mount a maximum of two weapons, except heavy 
  weapons. Both weapons can fire simultaneously but they must aim at the same target.
  DESCRIPTION
  Hobogblins are disciplined and fierce fighter that coordinates their attacks with elaborate 
  tactics. They prefer to soften the enemy with range weapons and then launch a final 
  assault.
  Thermal Vision. Hobgoblins can see thermal variations in living and non living matter. 
  Although this vision does not allow to distinguish details like standard vision, it favors 
  them in total darkness. Hobgoblins possesses standard vision also.
  Resistance to Cold. Hobgoblins have adapted to space travel and harsh environment. 
  Their metabolism can tolerate freezing temperatures as low as -20° C without suffering 
  any harmful effect.
  HOBGOBLIN, MARAUDER
  HD
  AC
  Attack
  Damage
  Move
  3 (20 hp)
  15 (+1 Dex, 14 Security Armor)
  +5 (Combat Rifle), +4 (Flame Pistol), +5 (Long Sword)
  1d12+1 (Combat Rifle), 1d6 (Flame Pistol), 1d8+1 (Long Sword)
  Exert +3, Notice +1, Sneak +3
  Str 16 Dex 16 Con 17 Int 9 Wis 12 Cha 8
  9 m. (walking)
  Thermal Vision, Resistance to Cold, Grenade Launcher (1 per Assault Squad)
  Combat Rifle, Flame Pistol, Long Sword, Frag Grenade (1), Shock Grenade (1), Security Armor
  ML
  Saves
  Skills
  Stats
  Special
  Equipment
  8
  Physical 13, Evasion 13, Mental 14
  MODIFIED HEAVY DUTY ROBOT
  HD
  AC
  Attack
  Damage
  Move
  10 (70 hp)
  17 (-1 Dex, 16 armor)
  +5 (by weapon x2), +5 (Slam)
  By Weapon, 2d6+6 (Slam)
  Exert +10, Work +4
  Str 24 Dex 4 Con - Int - Wis - Cha -
  6 m. (walking)
  Integrated Weapons
  Weapon slot (2)
  ML
  Saves
  Skills
  Stats
  Special
  Equipment
  -
  Physical 5, Evasion 19, Mental -
  
  80
  80
  DESCRIPTION
  Mud stalker are passive predators with a behavior resembling those of crocodiles. It 
  has a flat limbless body capable of floating on mud and liquids. Its large tentacles are 
  employed to detect preys by feeling their electric field. His mouth is made of four bony 
  and sharp mandibles.
  Amphibious. Mud Stalker can survive out of their moist environment for a number 
  of hours equal to their constitution score, however they lose one point of constitution 
  every hour.
  Blindsense. Mud Stalker can detect small electric charge as those usually emitted by 
  living beings. Their blindsense has a reach of 30 meters ans it is their only form of 
  sighting.
  Electric Field. Once every other round the Mud Stalker can release an electric 
  shockwave that deals 1d4 points of damage in a 3 meters radius.
  Resistance to Cold. Mud Stalker can resist cold temperatures enough to freeze ammonia.
  Transmute Rock to Mud. Once per scene the Mud Stalker can transmute ordinary rock 
  into mud. The area of effect is 10 meters centered on the Mud Stalker. This spupernatural 
  ability has been inherited after the incident with the Nuclear Transmutator.
  MUD STALKER
  HD
  AC
  Attack
  Damage
  Move
  3 (30 hp)
  13 
  +3 (bite)
  1d6+1 (bite)
  Exert +3, Notice +2, Sneak +2
  Str 14 Dex 6 Con 18 Int 1 Wis 14 Cha 3
  3 m. (walking), 6 m. (swimming)
  Resistance to Cold, Amphibious, Electric Field, Transmute Rock to Mud, Blindsense 
  ML
  Saves
  Skills
  Stats
  Special
  8
  Physical 13, Evasion 16, Mental 14
  
  81
  81
  SHADOWSOUL
  HD
  AC
  Attack
  Damage
  Move
  3 (12 hp)
  20
  - 
  -
  Notice +3, Sneak +5
  Str - Dex 18 Con - Int 14 Wis 12 Cha 10
  9 m. (walking), 3 m. (flying)
  Life Sense, Incorporeal, Immunity to Cold, Fear Gaze, Soul Link
  ML
  Saves
  Skills
  Stats
  Special
  12
  Physical 15, Evasion 12, Mental 14
  DESCRIPTION
  Shadowsoul forms when a the soul of a recently dead sentient creature enter into contact 
  with the negative energy plane before having the chance to reach his assigned place in 
  the afterworld. The soul is destroyed and what remains is corrupted, making the process 
  irreversible even with a resurrection spell. 
  Shadowsouls exist both in the negative and prime material plane, making them 
  incorporeal and thus capable of crossing solid matter. This horrific undead stalks a 
  victim by using fear and by creating a link which allows the undead to reach the mind 
  of the victim wherever he is.
  Fear Gaze. When the shadowsoul manifests to a victim it does so by staring him directly 
  in the eyes in order to instill fear and panick. The target must succeed a Mental/
  Charisma saving throw or be panicked for 1d4 rounds. Once the subject is panicked 
  and shacking for fear, the shadowsoul attempts to establish a Soul Link. This ability 
  can be used once per scene.
  Immunity to Cold. Shadowsoul, being a supernatural creature, is immune to any cold 
  harmful effect.
  Incorporeal. A Shadowsoul exists in a different and supernatural reality, and they 
  manifest in this reality as shadowy and incorporeal shape. They can pass through solid 
  matter as if it were air.
  Life Sense. A Shadowsoul can detect the life that pulse in any being.
  Soul Link. When the Shadowsoul succeeds in instilling panick and fear into a target, it 
  can employs its soul link ability. 
  The target must succeed a Mental/Wisdom saving throw to resist. If the saving throw 
  fails, then the shadowsoul can manifests to the victim and instill fear by using the Fear 
  Gaze. This ability can be used once per day.
  
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  XENOWORM
  HD
  AC
  Attack
  Damage
  Move
  12 (80 hp)
  9
  +9 (bite)
  1d10+5 (bite)
  Exert +5, Notice +2, Sneak +0
  Str 20 Dex 18 Con 16 Int 0 Wis 10 Cha 3
  5 m. (sneaking), 6 m. (burrowing)
  Blindsight, Radiation Dependency, Ferocity
  ML
  Saves
  Skills
  Stats
  Special
  9
  Physical 12, Evasion 18, Mental -
  DESCRIPTION
  Xenoworms are in most cases the natural evolution coming from more basic biological 
  species. They are creature extremely versatile and capable of adapting their biology to 
  any environment that allows the presence of organic compound. 
  Xenoworms exist in many size and this mostly depend on how much they can feed on 
  the planet they inhabit.
  Blindsight. Xenoworms can detect small vibrations on the ground and in the atmosphere 
  to locate preys.
  Ferocity. When a xenoworm reaches zero hit point it can release a last burst of life and 
  make a surprise attack. This ability triggers within 1d4 rounds after the xenoworm is 
  dead.
  Radiation Dependency. This xenoworm has been modified by the disaster of the 
  Nuclear Transmutator, and now must rely on radiations in order to maintain its 
  metabolism working.
  
  83
  83
  NEW WEAPONS
  Weapon
  Dmg.
  Range
  Cost
  Magazine
  Attr.
  Enc.
  TL
  Incendiary Grenade
  Electrovore Gloves
  Grenade Launcher
  Flame Pistol
  Shock Grenade
  1d4
  1d6
  3
  - (by grenade) +30/+60
  10/30
  10/30
  6/9
  500
  100
  20
  4
  3
  3
  3
  3
  3
  5
  1
  -
  -
  -
  Dex
  Dex
  Int
  Dex
  Dex
  Dex
  1
  1
  3
  1
  1
  1
  250
  25
  50
  30
  20/40
  1d6
  1d4
  2d4
  Frag Grenade
  Electrovore Gloves. Electrovore gloves prevent from using any hand-held item when 
  used in combat. They produce an electrostatic discharge that deals 1d6 electricity damage. 
  They can be recharged by leaving them close to a source of electricity.
  Flame Pistol. Flame pistol uses hydrocarbons or other incendiary chemical compounds. 
  Its precision quickly falls beyond 6 meters, but it affects an cone-like area.
  Grenade Launcher. Grenade launchers allows to extend the range of ordinary grenades 
  and add precision to the attack.
  Frag Grenade. Frag grenades has the right explosive strength to spread small fragments 
  of hard and incandescent metal fragment within 10 meters of the point of impact. Each 
  target affected must make a successful Evasion saving throw or suffer 1 damage every 
  round, until the saving throw is successful.
  Incendiary Grenade. Incendiary grenades release a flammable liquid in a radius of 
  meters that can burn after the detonation occurs. Each target affected must make a 
  successful Evasion saving throw or suffer 1 damage for 1d10 rounds. The chemical that 
  compose the flammable liquid cannot be quenched by water.
  Shock Grenade. Shock grenades produces, upon detonating, an extremely loud sound 
  in a radius of 10 meters. Each target affected must make a successful Physical saving 
  throw or be deafened for 1d10 rounds. Deafened target barely mantain the balance 
  while walking. If deafened target attempts to walk it must make a Physical saving throw 
  or fall prone for the rest of combat round.
  
  84
  84
  SAWSHARK
  Federation Ice-miner Patrol Boat
  Hull type (patrol boat)
  Class (frigate)
  DEFENSE
  Speed 4; AC 14; Armor 5; HP 35 
  Power 15/0 free 
  Mass 10/0 free 
  OFFENSE
  Hardpoints 4
  Weapons 
  Light Particle Beam #1 (1d8, AP 5, power 3, mass 1)
  Light Particle Beam #2 (1d8, AP 5, power 3, mass 1)
  Torpedo launcher #1 (1d6, AP 5, power 2, mass 1)
  Torpedo launcher #2 (1d6, AP 5, power 2, mass 1)
  FITTING
  Automation Support (power 2, mass 1)
  Cargo Space (power 0, mass 1)
  Hardened Polyceramic Overlay (power 0, mass 1) 
  Point Defense Lasers (power 3, mass 2, +1 AC vs small asteroids )
  Combustion Engines (special fitting, see below)
  Warp Drive 1 
  Crew 3-6
  Cost 4.350 k
  DESCRIPTION 
  The Sawshark is a high-tech mining ship with the only purpose of harvesting ice. The 
  refinery machines located in deck 3 are capable of splitting aqueous liquids into hydrogen 
  and oxygen and both elements can be stored inside special pressurized tanks. Usually 
  the hydrogen is then compressed by high pressure and extremely low temperatures in 
  order to be turned into deuterium or metallic hydrogen. 
  The oxygen is sometimes stored to fuel the four powerful combustion engines. Even if 
  the vessel comes with armaments, they are employed mainly to break huge asteroids.
  Combustion Engines. Maneuvering inside asteroid fields and debris is dangerous and 
  requires fast movement. When the combustion engines are activated the Sawshark 
  receives a +2-speed bonus. The engines can work in this way for 10 minutes in 1-minute 
  increments.
  
  85
  85
  DECK 1
  Enjoy this adventure and follow us for the nex episode.
  Together we’ll build a great saga and a setting will follow...
  AIRLOCK
  LIGHT BEAM PARTICLE
  TORPEDO LAUNCHERS
  PULSE ENGINE
  1. CARGO HOLD A
  2. LIGHT BEAM PARTICLE ROOMS
  4. TORPEDO ROOMS
  A
  5. COMMAND ROOM
  E
  S
  3.CORRIDOR A
  
  86
  86
  DECK 2
  AIRLOCK
  1. CARGO HOLD B
  2. DRONE BAY
  3.CORRIDOR B
  B
  4. TECH WORKSHOPS
  5. CREW QUARTERS
  6. MEDICAL BAY
  7. SCIENCE LAB
  PULSE ENGINE GENERATORS
  PORT COMBUSTION ENGINE
  STARBOARD COMBUSTION ENGINE
  S
  E
  DEDICATED
  CONSOLES
  
  87
  87
  DECK 3
  S
  E
  1. CARGO HOLD C
  C
  3. POWER CORE 1
  4. POWER CORE 2
  PULSE ENGINE FUEL TANKS
  DEUTERIUM TANKS
  PORT/STERN COMBUSTION ENGINE
  STARBOARD/STERN COMBUSTION ENGINE
  AIRLOCK
  DEDICATED
  CONSOLES
  
SOURCE: textdata/thevault/Stars Without Number/Stars Without Number Adventures & Settings/From Beyond ep2 Descent (SwN).pdf