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A SHORT d20 Future
ADVENTURE FOR FOUR
5TH-LEVEL CHARACTERS

From radiation and black holes to meteorites and cosmic rays, the
threats of the cosmos easily trump those of even the harshest ter-
restrial wilderness. Two derelict spacecraft orbiting a planet on the
fringe of known space pay silent homage to the fragility of human
life and the raw, devastating power of space. For the past two years,
the I.S.S. Beagle and End’s Run have orbited this planet, locked
together in a grim dance of death. Can the heroes unlock the secret
of their destruction without falling victim to the same fate?

LEVELS
Foul Weather is a low-combat, site-based adventure for four 5th-
level characters. Although not designed for any specific d20 Future
campaign setting, it utilizes PL 6 technology.
The storyline presupposes independently owned commercial
starships, faster-than-light travel, and an international or interplan-
etary organization that routinely sends out surveying and research
craft. If your campaign lacks one or more of these features, you
can still adapt the adventure for use with it so long as PL 6 star-
ship technology is present. This adventure doesn’t include mecha,
robotics, cybernetics, mutations, or xenobiology, but adding those
features shouldn’t prove too difficult if you want to use them. Finally,
the timeline as presented in the background section assumes that
it takes 2 to 4 years to reach the adventure site by starship, but you
can easily adjust this timing to fit the technology level of your cam-
paign. If your players prefer more combat, simply put two additional
survivors aboard End’s Run to oppose the heroes.
You, the Game Master (GM), need a copy of the d20 Modern
Roleplaying Game and the d20 Future supplement to run this adven-
ture. To get started, print out the adventure (including the map) and
read it through. You can add as much or as little detail to each ship
as you wish. Next, familiarize yourself with the general history of
the situation, the layout of the ships, their denizens and dangers,
and the time limit placed on the characters. Then make sure you are
comfortable with the rules for combat, movement, and cover from
Chapter 5 of the d20 Modern Roleplaying Game.
The text that appears in shaded boxes should be read aloud or
paraphrased for the players. Opponents’ statistics are provided in
abbreviated form.

BACKGROUND
In the late 20th century, a planet of roughly Jupiter’s mass was identi-
fied in the system of a class G star called 14 Herculis. In the mid-21st
century, as technology improved, astronomers discovered that the

system also contained a collection of smaller planets, at least one
of which might be habitable by humans.
Roughly four years ago, the research and survey ship I.S.S. Beagle
set out to search for a habitable planet in the 14 Herculis system.
After only 3 months of analysis, the ship abruptly ceased communi-
cating with Earth.
Robert Ender, owner of the independent salvage ship End’s Run,
set out to investigate, arriving two years later at the Beagle’s last
known coordinates. Ender quickly located the ship and, finding no
sign of life aboard, began transmitting the required applications for
salvage rights. Shortly thereafter, End’s Run also fell silent.

THE I.S.S. BEAGLE
Shortly after their arrival in the 14 Herculis system, the scientists
aboard the I.S.S. Beagle ascertained that the second planet out from
the star, codenamed 14Herc Beta, met many of the prerequisites for
an Earthlike world. But like the other planets orbiting 14 Herculis,
it had an eccentric orbit that took it both very close to its parent
star and very far away from it, creating temperature extremes that
rendered it incapable of supporting human life. Frustrated by this
discovery, the crew of the I.S.S. Beagle began surveying the system
for other possible uses. The ship remained in a steady orbit around
14Herc Beta for 3 months, conducting a long-range survey of the
system and a detailed examination of its planets.
During this time, the technicians noted a belt of cosmic dust,
small asteroids, and other space debris orbiting 14 Herculis in a
relatively circular path. The elliptical orbits of the star’s planets
caused them to pass through this “storm” periodically—once every
26 Earth months, in the case of 14Herc Beta. Upon discovering this
cloud, the scientists revised their schedule so that they could finish
their research and leave the system before 14Herc Beta came into
contact with the cloud.
Unfortunately, their plans went awry. One of the scientists—
Michaelson by name—had been paid handsomely by one of Earth’s
more ambitious nations to ensure that any particularly advantageous
information reached only its own scientists and not the data center
back on Earth. When the second planet in the system was discovered
to have a large supply of readily extractable rare ores, Michaelson
made sure that information was deleted from the regular reports to
Earth and transmitted secretly to his employers. Needing more time
to mount their own expedition, Michaelson’s employers instructed
him to delay the ship’s departure from the system, or to prevent
it entirely if at all possible. Thus, when the time came to leave,
Michaelsom disabled the Beagle’s engines and took one of the ship’s
four shuttles to the surface of the planet, intending to find shelter
and wait out the storm there.
When the others aboard the Beagle realized that they were
unable to flee the coming “storm” of cosmic debris, they attempted

Chapter One:

Foul Weather

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to evacuate everyone to the planet’s surface. The first few crewmen
to reach 14Herc Beta encountered the traitor Michaelson, slew him,
and retrieved the fourth shuttle. They made multiple trips with
the four shuttles, but the last run left too late to avoid the storm.
When the storm had passed, nothing was left of the shuttles and
the people aboard, and what remained of the I.S.S. Beagle floated
lifelessly in orbit around 14Herc Beta.
Since then, the refugees on the planet’s surface have survived
as best they can by foraging for food, building crude shelters, and
burrowing underground in certain seasons to avoid the temperature
extremes. Even so, however, survival has not been easy, and more
than half of their original number have perished. Only twenty-four
survivors still cling to life on 14Herc Beta, and they have no means
of escape or communication.

END’S RUN
Robert Ender, the owner and current pilot of the fast freighter End’s
Run, was never quite right in the head, as some of his business part-
ners noted. Even after he became an adult, he remained abnormally
close to his mother, idolizing her above all other women. It was she
who purchased End’s Run, but she got to fly it only once before her
untimely death. Having inherited the ship, the grieving Ender opened
a salvage business and dedicated himself to keeping End’s Run in
perfect condition as a memorial to his mother. As his mental state
worsened, this goal became an obsession, and he became neuroti-
cally protective of the ship, which he identified with his mother and
had even begun to call “Mom” in odd moments. He was also overly
critical of his crew members, whom he blamed for the slightest mark
on the ship’s surface—an attitude that resulted in a high turnover
among his crew.
When End’s Run appeared within the 14 Herculis system some
25 months after the Beagle’s disappearance, Ender and his crew
discovered the battered hulk of the research vessel, empty of life,
orbiting the second planet. Very little of the ship’s internal skeleton
of the ship was damaged; the cloud had spent its fury destroying the
superstructure (engines, sensors, and the like). Thus, the remains of
the Beagle were a veritable gold mine from a salvage perspective.
The captain of the salvage ship, Robert Ender, reported his
findings and began establishing salvager’s rights to the Beagle.
Despite faster-than-light communications and nearly instantaneous
computers, the bureaucratic procedure to secure salvage rights took
nearly 2 weeks. Once Ender and his crew had permission to salvage
the Beagle, they started work in earnest, knowing that even in its
current condition, it was a valuable prize because of the scientific
equipment aboard. The salvage operations would require at least
three weeks of work because of the care they had to take (with
Ender taking 20 on his Search checks; see Salvage feat in the d20
Future supplement) with both the ship and the equipment aboard.
After two weeks, the dust cloud was nearly upon them, but Robert’s
wreckers underestimated its deadly nature. Blinded by their own
greed, they never even bothered to start up the engines when their
ship entered the cloud, so they had no choice but to try to weather
the storm. The salvage ship fared little better than the Beagle had,
and when the cloud had passed, End’s Run also floated helplessly in
orbit around the planet.
Even so, the crew of End’s Run might have been able to effect
repairs to their ship using pieces salvaged from the Beagle had it
not been for Robert Ender. A bit unbalanced from the start and
overly obsessive about his ship, he lost his sanity completely when
End’s Run was disabled. He hovered over the crew members as they
made repairs, often taking over a job from a more capable crewman
if he felt it wasn’t being done just right. He grew increasingly more

frustrated by the delay in getting his ship operational and blamed
it on his crew’s incompetence. The crew members began to grow
fearful of his rages, and Ender, now firmly in the grasp of paranoia,
interpreted their furtive whispers as a plan to mutiny. Incensed,
Ender killed two crew members in their sleep with well-placed shots
to the head from his laser pistol. But his pilot, a middle-aged veteran
spacer named Ana Patrisky, happened to be awake when he came
to dispatch her. After a brief struggle, she knocked him unconscious
and threw him into her sleep tube. She then went to alert the other
crewmen and found them dead. Knowing it was only a matter of
time before the mad Ender came after her again and not wishing to
kill him, Ana fled to the Beagle. When Ender recovered consciousness
and escaped from the tube, he decided not to pursue Ana, since he
had his precious ship all to himself.
Since the near-destruction of his beloved ship and his murder-
ous rampage against his own crew, Robert Ender has been repairing
End’s Run to the best of his ability. He has slowly stripped the I.S.S.
Beagle for parts, rendering it as unspaceworthy as his own vessel,
but his now-psychotic affection for his ship has outweighed all other
concerns in his mind. At this point, he has taken everything from the
Beagle that he can possibly use on his own ship, but he needs still
more spare parts to make End’s Run fly again.
During her time on the Beagle, Ana has been using its equipment
and the scientists’ notes to track the cloud and determine its nature.
Knowing that the two ships are due to pass through the cloud again
soon, and that the Beagle can’t withstand another exposure, she has
repaired the emergency distress beacon aboard the research ship
and begun sending out calls for help. The ship’s remaining generator,
however, has only enough energy to send the signal to the outskirts
of the system. Only a ship that happened to be passing close by
would be able to pick it up, but since that possibility is her only
hope, she continues to send the signal.

SYNOPSIS
The heroes arrive in orbit around 14Herc Beta shortly before it is due
to pass through the lethal cloud again (see The Storm, below). They
must find out what happened to both ships, rescue Ana (and Ender, if
they can), and leave orbit before the cloud destroys the two disabled
ships (and possibly their own as well). Ender, however, wants parts
from the heroes’ ship to repair his own, and he has no qualms about
killing them to get what he needs. Rescuing the survivors from the
Beagle from the planet’s surface is a task beyond the scope of this
adventure, but it can make for an interesting sequel.

CHARACTER HOOKS
As GM, you know best how to involve your players and their charac-
ters in an adventure. You can use the following adventure hooks to
spur your imagination, modifying them as necessary to make them
appropriate for the characters’ interests.

• Upon hearing of End’s Run’s silence, the captain of the heroes’
ship puts in a request for salvage rights on the I.S.S. Beagle and
End’s Run, only to learn that Robert Ender still legally has rights
to the Beagle and End’s Run isn’t legally classified as lost. Deter-
mined to discover the fate of the two ships, the captain sets off
for 14 Herculis and picks up Ana’s anemic distress beacon upon
reaching the outskirts of the system.

• The heroes are aboard a military vessel that has chased a flee-
ing ship full of separatists, pirates, or other outlaws into the
14 Herculis system. After losing sight of the outlaw ship, the
commander of the military ship detects the distress beacon and

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takes up orbit around the second planet near the two drifting
derelict starships. Shortly thereafter, the ship’s sensors detect
signs of life in the rusting relics, and the heroes are ordered out
to investigate.

• While out on routine patrol in a police vessel, the heroes pass
into the system of 14 Herculis. Ana’s distress beacon leads them
to the two drifting wrecks, and a sensor scan reveals life aboard
both vessels.

• An ex-partner of Robert Ender has been tracking him for the
last couple of years to exact revenge for some misdeed—real
or imagined. He’s sure that Ender has survived the two years of
silence and egotistically proclaims himself as the reason for his
lengthy lack of communication. Having finally located Ender’s
last known coordinates, the ex-partner decides that he doesn’t
want to face him alone, so he hires the heroes to act as either
bodyguards or hired thugs.

• A malfunction in their ship’s navigation system brings the heroes
into the heart of the 14 Herculis system, where they detect Ana’s
distress beacon.

THE STORM
Before starting the adventure, you as GM must determine how much
time the heroes have before the planet enters the storm. To give the
heroes the maximum opportunity to explore the ships while still
building suspense, give them 36 hours before the storm hits. The
less time you provide, however, the more suspenseful the adventure
becomes. Do not decrease the time to less than 1 hour, since it might
take them that long just to sort out what’s going on. About 6 hours
is recommended if you want the heroes to get any salvageable parts
off either the I.S.S. Beagle or End’s Run. Any time limit greater than 6
hours removes some of the tension from the adventure but allows
the characters to do as they wish with the ships. The heroes should
have the opportunity to calculate how much time they have before
the storm hits them, so that they can plan appropriately. Unless they

dawdle, they shouldn’t have any problem concluding this adventure
before the storm destroys the Beagle and End’s Run.
Any ship in orbit around the planet when the storm hits passes
through the dust cloud three times. Each pass through the cloud
takes 30 rounds (3 minutes). In the first 5 rounds and the last 5
rounds, the smallest grains of dust and sand pelt the ships and any
creatures or objects near them. Make one touch attack (+5 melee
touch) per round against any hero or NPC outside a ship. Any char-
acter struck by the storm takes 1d12 points of damage. Any ships in
the area automatically take that same amount of damage, though it
is unlikely to penetrate the hardness of a ship’s armor.
In rounds 6 through 10 and 21 through 25, the storm’s attack
bonus increases to +10 melee touch, and it deals 2d12 points of
damage with each successful hit. During rounds 11 through 20, the
storm reaches its climax. Its attack bonus rises to +15 melee touch,
and it deals 4d12 points of damage on every successful hit. In addi-
tion, the storm has a chance to score a critical hit against a ship (use
the optional critical hit results sidebar on page 112 of the d20 Future
supplement) and must also make an attack roll against every ship’s
defense. During this phase, the storm has a chance to knock out vital
systems without destroying the ship itself.
Both the Beagle and End’s Run are already so damaged that
another pass through the dust cloud will destroy them. If the heroes
are aboard either vessel at the time, however, you may wish to run
the storm round by round to allow them a chance to escape.

BEGINNING THE
ADVENTURE
Foul Weather is designed to be either a site-based adventure that
the characters simply stumble into, or the beginning of a survive-
against-the odds campaign story arc. Although the scenario is set in
space near a lifeless planet on the outskirts of galactic civilization,
you can easily move it to any star system with a planet that periodi-
cally passes through a deadly meteorite storm.
The adventure begins when the heroes approach the two ships
in orbit. If they wish to conduct some research before closing with
the ships, go to the Character Preparation section below. When they
arrive, go to The Tethered Ships.

Computer Use DC Information Gained
5 A distress beacon intermittently flashes near the second planet in the system.
15 The distress beacon is coming from a metallic mass in orbit around 14Herc Beta.
18 The metallic mass is actually two starships, one much larger than the other.
20 The smaller ship is running a sensor sweep of the heroes’ ship.
25 The infrared heat sensors on the heroes’ ship detect multiple heat signatures* within each of the two derelict ships.
*These heat signatures come primarily from generators, although Ender and Ana also give off heat.

Research DC Information Gained
5 Surface temperature extremes resulting from a highly eccentric orbit render the second planet out from the star, known

as 14Herc Beta, unfit for human life. In addition to a few other planets, a cloud of dust and asteroids orbits the star in a
nearly circular path.

10 14Herc Beta passes through this dust storm roughly every 26 months, by Earth’s time reckoning. The planet takes 2 hours
to pass all the way through the cloud, and a ship in a standard orbit around the planet would pass through three times
during that period.

12 The research ship I.S.S. Beagle conducted a 3-month-long survey of this system, but it transmitted only a small portion
of its findings back to Earth.

15 The I.S.S. Beagle ceased communications roughly 52 months ago. End’s Run, the salvage ship that set off to look for
the Beagle, ceased communications roughly 26 months ago.

18 Robert Ender, owner of End’s Run, currently owns the salvage rights to the I.S.S. Beagle, though he has been neither
seen nor heard from since his ship ceased communicating.

20 14Herc Beta is approaching the dust cloud and will begin moving through it soon.*
*Reveal the exact amount of time you have decided to allow for the adventure.

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CHARACTER PREPARATION
If the heroes have the equipment, time, and inclination to research
the system and the two ships, they can uncover a great deal of infor-
mation. Once their ship enters the 14 Herculis system, the heroes
can conduct a series of sensor sweeps. A Computer Use or Research
check can reveal specific information, as shown on the tables below.
A hero discovers all of the information for check results equal to or
lower than his own.

THE TETHERED SHIPS
Four grapplers hold End’s Run to the much larger I.S.S. Beagle. Even
though the tethered ships have passed through the cosmic dust
storm together three times, the grapplers are still intact.
Read or paraphrase the following aloud when the heroes’ ship
comes within view of the two derelicts.

At first glance, the distant object resembles nothing so much as a
squashed metallic spider, with its mostly intact core surrounded
by sprawling “legs” of twisted and dented metal. Upon further
inspection, the largest portion of the object resembles a clipper
starship, although the majority of its mass seems to have been
torn away. Held tightly to it like a nursing pup is a much smaller
but more intact fast freighter. It looks as if some of the clipper’s
parts, including several hull panels and a number of sensor arrays
and gun emplacements, have been transferred to the freighter.
These “transplants” look ridiculously oversized on such a small
ship. Despite their haggard appearances, both ships are silently
flashing their running lights in the stillness of the void.

If the heroes’ ship moves toward the tethered vessels, Ana notices its
presence and begins flashing the Beagle’s flying lights in a rhythmic
pattern. She hopes to attract the newcomers to the I.S.S. Beagle first,
so that she can fill them in on the situation before Ender gets hold
of them. Even if the heroes decide to move toward End’s Run first,
Ana continues to flash the lights in the same pattern.
Each ship has an operational airlock that leads into its living
areas. The Beagle also has a docking port that can hold a Gargantuan
or smaller ship tight to its hold, allowing the crew to enter it without
performing a space walk. To access the Beagle’s airlock, heroes must
move through 40 feet of metal shards (see Dangers of the Location,
below). Only the small part of the Beagle in which Ana has been
living remains intact, and only this portion is sealed against radiation
and vacuum.

DANGERS OF THE LOCATION
Several dangers in addition to the approaching storm threaten the
heroes while they investigate the orbiting ships. The most important
of these are described below.
Metal Shards: While moving through the damaged sections of
either the Beagle or End’s Run, the heroes may encounter razor-sharp
metal shards. A hero moving through an area without an atmosphere
can safely move 5 feet per round. At any speed between 5 feet and
his normal base speed, he must succeed on a DC 14 Reflex save or
float into an exposed hunk of metal, taking 1d6 points of damage. A
hero who makes a double move through such an area automatically
takes 2d6 points of damage (DC 18 Reflex half) from metal shards. A
hero who takes any damage while wearing a spacesuit must imme-
diately make another Reflex save (DC 10 + damage dealt) to avoid
ripping the suit and exposing himself to radiation.
Radiation: The planet called 14Herc Beta is nearing the perigee
of its orbit, exposing itself and the ships orbiting it to high levels
of radiation. Characters inside a starship and those wearing intact
spacesuits are not affected by this radiation. Every 90 minutes (the

time it takes for the ships to complete one orbit of 14Herc Beta), 14
Herculis washes the area with radioactivity equal to that of highly
radioactive materials for 3 minutes. The affected area is moderately
irradiated for 1 minute thereafter. See page 81 of the d20 Future
supplement for rules covering radiation exposure.
Zero-G: Even if the heroes’ ship has artificial gravity, neither the
Beagle nor End’s Run does. See page 82 of the d20 Future supplement
for rules covering zero-g environments.

END’S RUN
Before the deadly storm ravaged it, End’s Run had clean lines and
a meticulously maintained appearance. In its current condition, it
is basically a stock fast freighter (see page 120 of the d20 Future
supplement). It currently has 25 hit points, but its engines and
communications systems were destroyed by the destructive force
of the storm 26 months ago. Its current statistics are given in the
End’s Run sidebar.
Ender has sealed off most of the ship and now lives in relative
comfort in the crew quarters, which were designed for four people.
He has access to an airlock, the living quarters, and the bridge.
Though he has moved the few weapons from the Beagle over to
his ship, End’s Run lacks the energy-producing capabilities to fire
them.

End’s Run

The current statistics for End’s Run are as follows.

END’S RUN (PL 6)
Type: Ultralight Size: Colossal (–8 size)
Subtype: Fast freighter (derelict)
Tactical Speed: — (3,500 ft. when operational)
Defense: 2 Length: 110 feet

Flat-Footed Defense: 2 Weight: 400 tons
Autopilot Defense: 2

Targeting System Bonus: +3
Hardness: 20 Crew: 1 (Robert Ender)
Hit Dice: 16d20 (320 hp—currently 120 hp)
Passenger Capacity: 3
Initiative Modifier: — Cargo Capacity: 300 tons
Pilot’s Class Bonus: — Grapple Modifier: +17
Pilot’s Dex Modifier: — Purchase DC: 35
Gunner’s Attack Bonus: +5
Restriction: Restricted (+2)

Attack:
2 fire-linked rail cannons +0 ranged (9d12)
Attack of Opportunity: 2 fire-linked rail cannons +0

ranged (9d12)

Design Specs:
Engines: —
Armor: Polymeric
Defense Systems: Autopilot system, magnetic

field, radiation shielding
Sensors: Class II sensor array, targeting system
Communications: —
Weapons: 2 fire-linked rail cannons (range incr.

3,000 ft.)
Grappling System: Grapplers

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The four grapplers connecting End’s Run to the Beagle have
long-since frozen in their current positions, and they cannot be
disengaged.
The rail cannons can fire five times before draining the generator,
at which point it automatically shuts down for an hour to recharge.
A backup generator provides lighting and allows the airlock to cycle
twice before it too shuts down.
Grapplers (4): AC 9, hardness 15, hp 20 each.
The two cargo decks of the ship below and behind the pressur-
ized cabin are 100 feet long and roughly 15 feet in diameter. This area
is open to the void of space, and Ender has made few repairs to it
thus far.
Ender has made no effort to repair his engines because the
Beagle’s engines are four times too massive for his ship. Until he finds
engine components closer in size to those that he needs, he sees no
reason to make any repairs to that section of End’s Run.
On the other hand, End’s Run’s living areas are now mostly intact,
thanks to two years of repairs. Pale blue lights illuminate most of
the interior, and circular portals provide airtight seals between
rooms. Anyone wishing to enter can open a portal as a move action
by touching a control pad in the center. In case of power loss, each
portal has a manual crank next to it. Opening a portal manually
requires 10 full-round actions. All the walls within the living quarters
are made of a thick polymer material, and the outer hull is plated
with polymeric armor.
Interior Wall: Hardness 10; hp 15 per 5-foot square.
Portal Door: Hardness 10; hp 45.
Outer Hull: Hardness 20; hp 50 per 5-foot square.

ENCOUNTERING ROBERT ENDER (EL 6)
Robert Ender can be encountered anywhere aboard End’s Run, but
he is likely to meet the heroes as they board, since he is aware of
their approach.
Robert Ender (Male Human Smart Hero 3/Engineer 3): CR 6;
Medium humanoid; HD 6d6+6; hp 27; Mas 12; Init +2; Spd 30 ft.; Defense
15, touch 14, flat-footed 13 (+2 Dex, +1 armor, +2 class); BAB +3; Grap
+5; Atk or Full Atk +5 melee (1d3+2 nonlethal, punch) or +1 ranged (2d8
fire, laser pistol); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ builder, improve kit +1,
quick craft, superior repair; AL End’s Run; SV Fort +4, Ref +5, Will +3;
AP 9; Rep +2; Str 14, Dex 14, Con 12, Int 15, Wis 10, Cha 8.
Skills: Computer Use +13, Craft (electronic) +13, Craft (mechani-
cal) +13, Disable Device +11, Drive +4, Knowledge (physical science)
+8, Knowledge (technology) +14, Navigate +11, Pilot +10, Repair +14,
Search +14, Tumble +6.
Feats: BuilderB (Craft [electronic], Craft [mechanical]), Gear-
headB, Oathbound (mother [End’s Run]), SalvageB, Simple Weapons
ProficiencyB, Starship Operation (light), Vehicle Expert, Zero-G
Training.
Occupation: Scavenger (class skills: Knowledge [technology],
Repair, Search).
Talents (Smart Hero): Savant (Knowledge [technology]),
Savant (Search).
Possessions: Mastercraft deluxe mechanical toolkit (+3 equip-
ment bonus), fast-use medkit, flash-seal, fusion torch, laser pistol (23
shots left), spacesuit (with integrated equipment [hackcard, jetpack],
integrated weapon [laser pistol (36 shots left)], and prehensile
appendage armor gadgets), survival suit.
Robert doesn’t wear his spacesuit except to make space walks.
While he wears it, his statistics change as follows: Spd 15 ft.; Defense
15, touch 10, flat-footed 15 (+3 armor, +2 class); Atk or Full Atk –5

melee or –9 ranged; Tumble –4. He also takes a –10 penalty on the
following skill checks: Balance, Climb, Escape Artist, Hide, Jump, and
Move Silently.
Tactics: If the heroes approach the Beagle first, Ender watches
for a bit to see what their intentions are. After a few moments, how-
ever, he realizes the possible implications of the heroes meeting Ana
and trains his functional rail cannons on the Beagle. A successful DC
10 Computer Use check made by any hero operating a sensor array at
the time can detect the surge in electrical power aboard End’s Run.
He hopes that the threat of weapons at the ready will convince the
heroes to come and deal with him first. He knows his generators are
low, however, so he does not fire unless the heroes seem intent on
entering the Beagle. In that case, he fires once on the Beagle, since
he has a better chance of significantly damaging it than he does the
heroes’ ship.
When the heroes approach End’s Run, Ender begins the 4-minute
process of putting on his spacesuit. Once he has it on, he goes to
meet them and greets them cordially. If he has intercepted them
while they are still in the airlock, he refuses to let them out of it
while they are wearing their spacesuits, since he doesn’t want them
to be able to escape too easily if the negotiations turn sour.
Once they have their spacesuits off, Ender lets them into the
living area. He needs an engine for his ship, but he doesn’t really
want to pay for one, so he attempts to bargain with the heroes for
the parts he needs, offering to trade valuable scientific equipment
salvaged from the Beagle. If the heroes are unimpressed with this
deal, he offers to buy the parts outright (wealth bonus +12). Aban-
doning End’s Run is not an option to him, so he refuses any offer of
rescue. Ender takes personal threats against his person in stride, but
any negative remarks about his ship send him into a frothing fury.
If the negotiations seem to be going nowhere, he tries to trap
the heroes aboard his ship. Under the pretense of giving them a tour
of his ship (or some other pretense, if they’re in a hurry because of
the storm), he herds them toward the personnel quarters (area 2).
Once they are inside, he locks the door and welds it closed with his
flash-seal. (Although such an action mars his ship, he realizes that
he must somehow contain the party to achieve his greater goal.)
Once his visitors have been secured, he begins to bargain with the
remaining crew on their ship (or with the heroes, if they are the sole
crew) to get parts or have his ship towed back to civilized space.
If he can’t get all the heroes into the personnel quarters at the
same time, he chats with them for a while and then tries to get them
to leave the ship. He accompanies them to the airlock and closes
the internal door (leaving himself inside the ship proper and them in
the airlock, if possible). While they’re putting their spacesuits on, he
tries to kill them by closing the internal airlock door, depressurizing
the room, and opening the external airlock door. If Ender had to go
inside the airlock to get them in, he secures himself to one of the
straps (see area 10) so that he will not be sucked out into space.
If this tactic fails or proves infeasible as a means of killing the
heroes, he tries to shoot them while they are inside the ship. If the
fight begins to go against him, he heads back to the cockpit and
flash-seals himself inside. As a last desperate attempt to prevent
the heroes from leaving him in a doomed vessel, he uses his rail guns
against either the heroes or their ship if they leave End’s Run.

1. CAPTAIN’S QUARTERS
Although he had the largest living quarters on the vessel, Ender
always kept his personal space furnished in spartan style. Read or
paraphrase the following when the heroes enter.

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The portal is electronically locked (DC 25 Disable Device check to
open) and leads to a storage closet (area 4).

AREA 1A. CAPTAIN’S SLEEPING CHAMBER
Ender still sleeps in this area. Read or paraphrase the following when
the heroes enter.

The cylindrical chamber slowly spins, generating a sort of
artificial gravity via centrifugal force. Several straps hang from
the wall, presumably to anchor sleepers when the room is not
spinning.

The centrifugal force generated by the spinning chamber gently
pushes any character inside the room against the wall. This arrange-
ment promotes restful sleep by providing a stable surface and at
least the illusion of gravity. The straps hanging from the wall can
anchor sleepers who do not wish to use this feature.

2. CREW QUARTERS
Ender’s three other crew members slept in these cabins. Although
the decor once reflected the lives of those who slept in them, Ender
has jettisoned nearly every personal effect belonging to his former
crew, leaving these cabins as barren and joyless as his own. Each
chamber once had a small viewport, but these were smashed in
the storm. Ender has since sealed the broken viewports by welding
sheets of the Beagle’s hull plating over them.

AREA 2A. ANA’S SLEEPING CHAMBER
Read or paraphrase the following when the heroes enter.

Some exercise gear floats about within this room.

Ender uses Ana’s exercise gear on occasion to keep himself fit.

AREA 2B-2C. SLEEPING CHAMBERS
Read or paraphrase the following when the heroes enter any of
these chambers.

The slowly decaying remains of a human float freely within this
room. The chamber is otherwise bare except for sleeping straps
and a broken viewport sealed with metal from the outside.

A DC 10 Search check reveals burn marks on the skull where the laser
shots penetrated the crew member’s head.

AREA 3. CRYOGENIC TUBES/
STORAGE LOCKERS
If your campaign features cryogenic tubes in which spacers can
sleep while traversing the depths of deep space, this bank of four
chambers contains such tubes. None of them are functional because
Ender has stripped them of parts for other uses. A DC 30 Repair
check can make them functional again.
If your campaign doesn’t use cryogenic tubes, these four cham-
bers are storage lockers meant to secure valuables and weapons.
Each is locked (Disable Device DC 20 to open). All of the lockers
together contain enough valuables to increase the wealth ratings of
four characters by +1 each.

AREA 4. ENDER’S PERSONAL LOCKER
The portal to this locker is also locked (Disable Device DC 25 to
open). The locker holds a duffel bag containing seven sets of casual
clothes, three flight suits and helmets, two sets of exercise clothes,
an explorer’s outfit, a laser rifle with thirteen shots remaining, a
high-frequency sword, and a box containing two doses of antitox,
three doses of neutrad, and seven doses of sporekill. At the back of
the locker is a secret, locked portal (Search DC 20 to locate, Disable
Device DC 30 to open). This portal opens into area 5.

AREA 5. ENDER’S STASH
The portal to this area is locked with a sophisticated electronic
lock (Disable Device DC 30 to open). Inside are pieces of expensive
scientific equipment salvaged from the Beagle. Sold in the right
market, this equipment can raise the wealth ratings of four char-
acters by +2 each.

AREA 6. CONNECTING HALL
A tube in the floor of this hallway leads down to the cockpit of the
ship. The portal door to the tube is made of a high-grade carbon-
fiber alloy and electronically locked. A wide viewport in the forward
wall of this hall once allowed the crew to watch where the ship went,
but the storm of dust and rock destroyed it. Like the viewports in
the crew’s chambers, Ender repaired this one with sheets of armor
from the Beagle.
Portal Door: Hardness 30; hp 75; Disable Device DC 25 to open.
Forward Wall: Hardness 30, hp 75 per 5-foot square.

AREA 7. LOUNGE AND SENSORS ROOM
When they were off duty, the crew members came to this chamber
to relax. Read or paraphrase the following when the heroes enter.

Ender has replaced all three of the smashed viewports with chunks
of armor pulled from the Beagle, but he has not been able to replace
the bar, which was also smashed in the storm. Three of the game
consoles are still functional, but Ender has stripped the parts out of
the fourth one, which was damaged in the storm. The books were
once securely strapped into their shelves, but the storm dislodged
them.
In times of crisis, or when the ship simply needed more atten-
tive sensor work, the virtual reality systems in the game consoles
could be used as active sensor scanning stations. Using one of these
systems provides a +2 equipment bonus on all Computer Use checks
made to conduct active sensor scans.

AREA 8. READY AREA
This all-purpose cabin has functioned as a storage room, a pas-
senger cabin, and even a defensive position once when End’s Run
was boarded. It currently acts as a hallway connecting the airlock
to the rest of the ship.

Only a human-sized portal and an electronic picture frame
flashing pictures of a woman past middle age breaks up the
cold, sterile walls of what must be the captain’s cabin. Storage
drawers line the bow-end wall.

This large chamber once had three viewports, but all three have been
covered over with armor plating from the outside. The remains of a
small bar in the former starboard corner and the four virtual reality
game consoles in the center of the floor give evidence to the room’s
former purpose. Each console has a chair with straps to secure the
user and a visor that was cutting-edge technology a little more than
two years ago. Mostly empty bookshelves line the starboard side of
the chamber, and their contents lie scattered on the floor.

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AREA 9. STORAGE
The portal to this storage room is locked (DC 15 Disable Device check
to open). The storage room contains a chemical kit, climbing gear,
four demolitions kits, an electrical tool kit, and three mechanical
tool kits. The kits contain enough small components to repair any
Medium or smaller electronic or mechanical device.

AREA 10. AIRLOCK
This room is the airlock. The inner door provides the only access to
the livable portion of the ship.
An electrical switch with a mechanical backup ensures that both
doors are never open at the same time. Reversible-flow air ducts
inside the room can pump air into or out of the chamber (2 minutes
to pressurize or depressurize the chamber). The atmospheric pres-
sure must be close to that of the rest of the ship for the inner door
to open, and close to 0 for the outer door to open. A control panel
inside the airlock chamber operates the pumps and the doors, but
a similar panel on the other side of the inner door can be used to
override instructions from the one inside the chamber (a security
feature to help prevent unauthorized boarding).
Each of the eight tether cables permanently attached to the
inside wall of the room can stretch more than 200 feet. A crew
member making a space walk typically attaches one of these tethers
to her spacesuit to prevent her from drifting off into space.

AREA 11. COCKPIT
Ender spends most of his time here, watching the sensor screens for
any activity on the Beagle. He can control everything on the ship

from the cockpit, and he powers up the ship’s rail guns whenever
he sees Ana making a space walk in the wreckage of the Beagle.
Characters in the cockpit can fly the ship, operate all the weapons,
make sensor scans, and perform all other normal pilot’s duties.

THE I.S.S. BEAGLE
The Beagle has passed through the “storm” six times and shows it.
Most of the ship has been reduced to its mangled metallic infrastruc-
ture, although the main hall running along the middle of the ship
has somehow survived intact. A few of the cabins and other rooms
along this corridor were structurally sound enough for Ana to seal,
so she has carved out a ten-room area in which she can move around
without a spacesuit.
Ana has effected other crude repairs where they seemed most
necessary, but her forte is piloting, not repair. She has put her efforts
into restoring power and getting most of the computer equipment
operational so that she could analyze the cloud and track its move-
ments.

ENCOUNTERING ANA PATRISKY (EL 5)
Ana can be encountered anywhere aboard the I.S.S. Beagle, but
she is likely to meet the heroes as they board, since she is aware
of their approach.
Ana Patrisky (Female Human Fast Hero 3/Dogfighter 2):
CR 5; Medium Humanoid; HD 5d8-5; hp 18; Mas 8; Init +3; Spd 30 ft.;
Defense 19, touch 18, flat-footed 19 (+3 Dex, +1 armor, +5 class); BAB
+3; Grap +3; Atk or Full Atk +3 melee (1d3 nonlethal, punch) or +6
ranged (3d8 fire, laser rifle); FS 5 ft. by 5 ft.; Reach 5 ft.; SQ defender
of the universe; AL None; SV Fort +0, Ref +8, Will +2; AP 8; Rep +2;
Str 10, Dex 16, Con 8, Int 14, Wis 13, Cha 12.
Skills: Computer Use +10, Drive +11, Escape Artist +9, Navigate
+10, Pilot +17, Profession +9, Sleight of Hand +9, Tumble +9.
Feats: Personal Firearms ProficiencyB, Simple Weapons Profi-
ciencyB, Spacer* (all bonuses included above), Starship Dodge*, Star-
ship Operation (ultralight)*B, Vehicle Expert, Zero-G Training*B.
Occupation: Astronaut Trainee (class skills: Computer Use, Pilot;
bonus feat: Zero-G Training).
Talents (Fast Hero): Evasion, uncanny dodge 1.
Possessions: Duracable and grappler tag, fast-use medkit, flash-
seal, fusion torch, hackcard, laser rifle (38 shots left, with booby
trap [barbs], sensor baffling, and video scope weapon gadgets),
portable environment generator (with miniaturized equipment
gadget), spacesuit (with integrated equipment [jetpack] armor
gadget); survival suit.
Ana doesn’t wear her spacesuit except to make space walks.
While she wears it, her statistics change as follows: Spd 15 ft.;
Defense 19, touch 10, flat-footed 18 (+3 armor, +5 class); Atk or Full Atk
–8 melee or –4 ranged; Escape Artist –1, Tumble –1. She also takes a
–10 penalty on the following skill checks: Balance, Climb, Hide, Jump,
and Move Silently.
Tactics: Ana just wants to get away from Robert Ender, 14Herc
Beta, and the entire 14 Herculis system. As soon as she detects the
heroes’ vessel, she attempts to make contact with it. If successful,
she invites the heroes aboard, promising them all the information
they need in exchange for their agreement to rescue her.
Once the heroes are aboard the Beagle, Ana identifies herself,
then quickly and concisely summarizes the events from the arrival of
End’s Run in the 14 Herculis system to the present. You can determine
what else she might know about your campaign universe, but her
knowledge of current events and galactic news is two years out of
date. She can also show the heroes the records of her computer

I .S.S. Beagle

The current statistics for the I.S.S. Beagle are as follows.
I.S.S. Beagle (PL 6)
Type: Mediumweight Size: Colossal
Subtype: Modified clipper (derelict)
Tactical Speed: — (3,500 ft. when operational)
Defense: 2 Length: 850 feet
Flat-Footed Defense: 2 Weight: 13,000 tons
Autopilot Defense: 2
Targeting System Bonus: +3
Hardness: 30 Crew: 1 (Ana Patrisky)
Hit Dice: 150d20 (3,000 hp—currently 500 hp)

Passenger Capacity: 10
Initiative Modifier: —
Cargo Capacity: 1,000 tons
Pilot’s Class Bonus: — Grapple Modifier: —
Pilot’s Dex Modifier: — Purchase DC: 30
Gunner’s Attack Bonus: —
Restriction: Restricted (+2)

Attack:

Attack of Opportunity: —

Design Specs:
Engines: —
Armor: Vanadium
Defense Systems: Radiation shielding
Sensors: —
Communications: Emergency signal beacon
Weapons: —
Grappling System: —

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tracking of the dust cloud and the computer’s projections of when it
will next make contact with the planet and the orbiting ships.
Ana knows her way around the battered remains of the Beagle
better than anyone, and she is happy to give the heroes a tour if so
requested. Moving through the metal shards of the Beagle with Ana
grants the heroes a +2 circumstance bonus on Reflex saves to avoid
damage.
Throughout the conversation, Ana portrays herself as the con-
fident and competent pilot she is, though she is justifiably agitated
because she knows the ship is due to pass through the storm again
in only a few hours. She wants to be rescued, so she cooperates with
every reasonable request to ensure her freedom from her metallic
prison. She does not attack the heroes unless they threaten or attack
her, but she does not hesitate to join in a fight against Ender or his
ship, supporting the heroes as best she can and explaining that he’s
a demented murderer.

1. PORT PERSONNEL AIRLOCK
This chamber is the only surviving airlock that was built for person-
nel transfers.
An electrical switch with a mechanical backup ensures that both
doors are never open at the same time. Reversible-flow air ducts
inside the room can pump air into or out of the chamber (2 minutes
to pressurize or depressurize the chamber). The atmospheric pres-
sure must be close to that of the rest of the ship for the inner door
to open, and close to 0 for the outer door to open.
The door linking this room to the larger airlock next to it (area
3) was supposed to open only if the atmospheric pressure in the
two rooms was nearly equal. Because that chamber is now open to
space, Ana had to permanently weld that door shut and disable the
atmospheric sensor to make this airlock function correctly.
A control panel inside the airlock chamber operates the pumps
and the doors, but a similar panel on the other side of the hallway
door can be used to override instructions from the one inside the
chamber (a security feature to help prevent unauthorized boarding).
Each of the eight tether cables permanently attached to the
inside wall of the room can stretch more than 200 feet. A crew
member making a space walk typically attaches one of these tethers
to his spacesuit to prevent him from drifting off into space.

2. PORT MATERIAL AIRLOCK
This room is one of two airlocks built to house shuttlecraft and
dock with other ships. An electrical switch with a mechanical backup
ensures that both doors are never open at the same time. Revers-
ible-flow air ducts inside the room can pump air into or out of the
chamber (2 minutes to pressurize or depressurize the chamber).
Ana has disabled all the airlock door sensors except the one
leading into the main passage and the one leading out into space.
The inner door leading into main passage cannot open unless the
room has atmospheric pressure close to that of the rest of the ship.
The outer door cannot open unless the room has atmospheric pres-
sure close to 0. If mecha exist in your campaign, an unarmed Large
mecha is permanently secured to the inside wall of the room with
a 400-foot tether.

3. PORT MATERIAL AIRLOCK AND
SHUTTLE BAY (DISABLED)
The outer hull in this section of the ship was ripped away, exposing
this airlock to space. Ana welded the inner door shut and discon-
nected its power supply it to prevent it from accidentally opening
onto the ship’s main passage.

4. HEAVY STORAGE ROOM

Crates, boxes, large sheets of replacement vanadium armor,
and other massive items float about untethered in this square
chamber.

Ana welded the door to the airlock shut but otherwise made only
cursory repairs to this area, since she has little use for it.

5. QUARTERMASTER’S ROOM
The computer in this room somehow survived the ship’s destruction.
The ship’s manifest is stored here, as are the scientific records kept
by the crew during the three months that the Beagle explored this
system. The terminal in this room can be used to access the ship’s
internal network, although none of the essential ship functions (such
as sensors or navigation) can be controlled from here.

6. CREW SLEEPING QUARTERS
The Beagle once carried a crew of thirty-two, plus forty scientists
and surveyors. These three halls open onto the six sleeping chambers
that housed the ship’s personnel. Each cylindrical chamber slowly
spins, generating centrifugal force that gently pushes any character
within against the wall. This arrangement promotes restful sleep by
providing a stable surface and at least the illusion of gravity. Alter-
natively, several straps hanging from the wall can anchor a sleeper
who does not wish to use this feature.

7. LIFE SCIENCES LAB
Cages containing various rotting animal corpses line the walls of this
laboratory, which survived the storm intact. The animals, however,
died of starvation after the crew was stranded on the planet’s sur-
face. Ana went into this chamber once when she was exploring the
ship, but she hasn’t been back since.

8. NAVIGATION ROOM
The powerful navigation computer that the Beagle’s crew once
accessed from this room was destroyed by multiple passes through
the storm.

9. BRIDGE
All essential ship functions can be controlled from the bridge. In
this chamber, the controls for the helm, navigation, engineering, life
support, and more are at the captain’s fingertips. When accessed
from the bridge, the ship’s main computer can display the extent of
the ship’s damage.
Ana spends most of her time in this chamber, trying to fix some
component of the ship or scanning space for some sign of rescue.

REWARDS
The heroes gain the standard experience and wealth awards associ-
ated with the encounters in this adventure. In addition, they should
gain a number of story awards, since the adventure should not
include more than one combat. The following story awards are rec-
ommended. In many cases, the CR equivalents of these awards are
based on allowing 6 hours of time before the storm hits. If you have
allowed the heroes less time, increase the CR; if you have allowed
them more, decrease it accordingly.

Similer Documents