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Don’t Count Your Eggs
Lee Hammock
A Dragonstar adventure for four 6th-level characters
Don’t Count Your Eggs
Preparation
“Don’t Count Your Eggs” is a Dragonstar adventure
for a party of four PCs levels 5th-7th. Any combination
of classes can complete the adventure though a rogue or
mechanist will be especially useful for entering certain
portions of the ship. The adventure can take place on
any lightly inhabited Imperial borderworld or a world in
the Outlands that has yet to join the Dragon Empire.
pirate broadcast was too much of a risk Raspin thought
it was not drastic enough and soon organized a even
riskier mission: stealing the eggs of a prominent red
dragon underling to the Imperial Council. The Raspin
could use the eggs for blackmail or just take a few future
red dragons out of the picture. While Saergin and the
Blue Talons were Initially scared by this plan Raspin
threatened to reveal their involvement in the pirate
broadcast if they did not assist him. Unfortunately only
now did Saergin realized that Raspin was more than a
little obsessed with the cause. Scared out of their wits
the Blue Talons of Truth put Raspin’s plan into action.
One day before the adventure begins the Blue
Talons snuck into an Imperial Hatchery and stole four
eggs belonging to Karwessen, an Under-Secretary to the
Imperial Council. Using a stolen freighter, the Lazy
Wyvern, the Blue Talons hoped to escape before anyone
noticed the theft but they were not quite successful. The
Blue Talons were pursued by a wing of interceptors but
managed to activate their starcaster drive and escape.
Unfortunately their ship was damaged in the escape and
the teleport went off target, sending the freighter into the
Outworlds, where it promptly crashed on a nearby
inhabited world. Saergin and the Blue Talons know it’s
only a matter of time before the Imperial Legions catch
up with them so they’re looking to escape as quickly as
possible, leaving the eggs, but Raspin has other plans.
Adventure Background
Saergin Thunderclaw, a half-dragon of blue dragon
descent, is something of a rabble-rouser. He has never
really accepted that the blue dragons will have to wait
for the red dragons to finish their 1000 year Red Age
before the blue dragons can take what Saergin sees as
their rightful place at the head of the Dragon Empire.
The kingdom of Asamet was founded and led by a blue
dragon, yet they have been forced to play second fiddle
to the red dragons in the Dragon Empire. This did not
sit well with Saergin, so he began fomenting a move-
ment to displace the red dragons.
Saergin’s version of fomenting resistance was
hanging around with his upper class friends, complain-
ing about ancient draconic principles that were being
compromised by Mezzenbone and how all things would
be better with a blue dragon ruler. This small group of
supposed revolutionaries, calling themselves the Blue
Talons of Truth, took no real actions toward displacing
Mezzenbone and his brethren for several years except
for occasional graffiti or similar childish pranks. Then
a new member joined their ranks: a half-dragon of cop-
per descent named Raspin Morningflight. Raspin was a
revolutionary in the full sense of the word, hoping to
overthrow the entirety of the chromatic power structure
using any means necessary so the metallic dragons
could replace them. While Saergin and the original
members of the Blue Claws of Truth were somewhat
frightened by Raspin’s notion of actually going out and
doing something to change the world, they began listen-
ing to his plans. Raspin was not content to simply talk
about revolution or carry out small pranks: he wanted a
declaration of war. Somewhere along the way Raspin
had lost sight of what separates the metallic dragons
from the chromatic dragons and he became willing to go
to any lengths to restore power to the metallic dragons.
Raspin’s first plan was a simple high-jacking
of some Imperial communications satellites in the outer
regions of the Empire and bombarding a few systems
with revolutionary rhetoric against the red dragons.
Luckily the Blue Talon’s managed to escape the blame
for the deed. While most of the Blue Talons thought the
Adventure Synopsis
While traveling either on the planet the Lazy
Wyvern crashed on or in nearby space the PCs receive a
distress signal from the Lazy Wyvern. The signal gives
no indication of what caused the trouble, but it does
enable the PCs to follow the signal to the ship. It is con-
sidered the duty of most spacer’s to help their fellows in
need, and interstellar law says that if no one survives a
crash the ship belongs to whoever salvages it.
When they reach the crash site the PCs explore
the ship and find the various survivors of the Blue
Talons. The Blue Talons have fractionalized between
Raspin and Saergin. Raspin wants to take the eggs and
get away from the ship while Saergin wants to keep the
eggs where they are and turn them over to the Imperial
authorities when they arrive (and blame everything on
Raspin). Unfortunately as it stands right now Saergin
and Raspin’s forces are playing a deadly game of hide
and seek in the ship, each trying to kill offer the other
and take control of the eggs. The PCs are going to have
to work fast before both sides decide the PCs are the
enemy. On top of that the Lazy Wyvern was carrying
some exotic creatures for a private collector, several of
which have escaped their captivity and are now stalking
the halls of the ship. And then they have local bandits
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Dragonstar
interested in the ship to worry about too.
Once the PCs get things settled within the ruins
of the ship in some form or another the Imperial Legions
arrive. The PCs can try to fight their way out of their,
keeping the eggs for themselves, or turn them over to
the Imperials.
Seconds later the source makes itself known with
grandeur that must only be from the gods. The sky
lights up like the sun at its highest point, a spear of
fire illuminating the shadows of twilight and putting
the remaining stars to shame. It travels the breadth of
the sky in scant seconds, creating a thunderous boom
as it strikes the earth several miles away. Confused
you gaze at your companions. What was that? And
where did it go?
Adventure Hooks
If the PCs are already familiar with the high-
tech world of Dragonstar the adventure begins with
them receiving a emergency distress signal from the
Lazy Wyvern. If the PCs are on the same planet the sig-
nal originates only a few hours travel away. If the PCs
are in space they can easily head to the planet, which
should be a short distance from their ship. Read the fol-
lowing to the PCs when they receive the distress signal:
Low-tech PCs will have to spend several hours
walking to the crash site, requiring an Intuit Direction
check (DC 15) to successfully find the crash site. Each
failed check means they arrive one hour later, with the
default arrival time being 9:00AM the next morning.
If the PCs wish travel to a nearby settlement for
supplies before visiting the ship they can easily find the
village of Pacer’s End five miles southeast from the
crash site. Located on a reasonably well-used trade
route, it has a great variety of goods available despite
its small size. The villagers are all a buzz about the
crash, having seen the ship hurtling through the sky that
morning. If this a planet beyond the Dragon Empire
they will probably ascribe the ship’s passing to the gods
or some such and be fearful of it. They will also tell the
PCs to be careful of the Red Dozen bandits who have
been raiding caravans over the last few weeks. The Red
Dozen are a dangerous bunch who are very well orga-
nized for bandits. Remember to adjust the arrival time
of the PCs for any time they spend at Pacer’s End.
The radio crackles to life roughly, a static filled
message barely remaining clear enough to be under-
stood. By the frequency of the signal it is clearly
being sent on an emergency transmitter which are
usually only activated when a spacecraft is in desper-
ate need of assistance.
“This is the heavy freighter Lazy Wyvern,”
the message begins, the female speaker’s voice filled
with panic. “We’ve crashed on a habitable planet
from a random jump and don’t know our location.
The ship is badly damaged and we need immediate
assistance. We’ve got vital Imperial…“ With that the
message ends in a dull thud, with static left to fill the
silence. The signal continues to broadcast, but no fur-
ther messages are forthcoming.
Pacer’s End
Pacer’s End (Hamlet): Conventional; AL NG; 800 gp
limit; Assets 1,000 gp; Population 203; Isolated (99%
human).
Authority Figures: Mayor Julia Palish, female human
Ari2
Others: Town Guard, human War1 (15), Exp3 (6),
Exp2 (8), Exp1 (13), Com1 (161)
Notes: Pacer’s End’s main industry is supporting the
merchants who travel on the Greywood Trade Route. A
12-foot tall wooden palisade surrounds the village with
gates on the north and south sides where the trade route
lies.
With a Use Device check (DC 10) the charac-
ters can easily find the source of the transmission. Each
failed check means they arrive one hour later, with the
default arrival time being 9:00AM the next morning.
The distress beacon will continue to broadcast until the
ISPD arrives but no more messages will be sent.
Assuming the characters wish to investigate the crash
site it should take them no more than a few hours to
reach it whatever their mode of transportation.
If the PCs are not familiar with the Dragon
Empire and have no radios read the following instead to
them:
As you prepare for your morning meal, expecting a
long day of travel, the wind slowly begins to pick up.
On its gentle caress a sharp whine is carried, a whine
you soon realize is increasing in volume. A quick
glance around reveals you are not alone in hearing it
as your compatriots look around for the source.
The Final Stop of the Lazy
Wyvern
Despite putting on a brilliant display that morning and
creating a lot of noise the Lazy Wyvern didn’t so much
crash as land really poorly. The ship carved a path
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Don’t Count Your Eggs
through the trees for a few hundred yards and buried
itself in the soil, but the ship is not too badly damaged.
With extensive repairs it could conceivably fly again,
but that would take several weeks of work. The ship’s
hull has several scoring marks from laser fire but only a
few breaches. The name of the ship can be read on the
side of the hull, as can the ship’s home port of Arlant 84.
The ship is armed with a pair of laser turrets, one on
each side of the hull, but the crash has destroyed the tur-
ret on the starboard side. The Lazy Wyvern is big for a
freighter, measuring 150 feet from end to end and eighty
feet across at its widest point. The ship has a cargo
capacity of 250 tons, most of which was taken up on this
journey by foodstuffs and large amount of industrial
machinery.
The ship has landed at something of an angle
with the port side being several feet higher than the star-
board. This is not particularly troublesome once one
gets used to it but it does make footing treacherous
inside the ship. The only obvious ways into the ship are
the port cargo door and the airlock near the bridge.
Opening the airlock near the bridge requires ten minutes
of digging and an Open Locks check (DC 25), each
attempt taking 1 minute. The bridge airlock has a hard-
ness of 25 and 30 hit points. The port cargo door can
be opened with an Open Locks check (DC 25), with
each attempt taking 1 minute. The port cargo door has
a hardness of 25 and 70 hit points. The port cargo air-
lock and cargo doors to the center cargo hold are both
blocked and would take at least four hours of digging to
unearth each one. The hull itself can be breached. Each
1 yard square section of hull having a hardness of 25 and
20 hit points.
Because of the various forms of electrical
interference caused by the damaged systems of the ship
radios will not function within 1 mile of the ship with-
out modulating the frequency, requiring a Use Device
check (DC 10) each time a signal is sent.
The ship had a crew of three, one of which has
already been killed. In addition to the surviving
crewmembers there are seven members of the Blue
Talons of Truth on board and several monsters that the
ship was transporting for a collector but have broken
free of their containers and now roam the ship.
The PCs should reach the ship at roughly
9:00AM modified for any unusual travel time to the
ship. From this point forth the DM should keep track of
how much time passes in-game because several events
occur at specific times later in the day.
Within the Lazy Wyvern
The Lazy Wyvern only has partial power and
many systems are damaged. The interior of the ship is
poorly lit and much of the floor is obscured in a low-
lying fog created by numerous steam jets from damaged
pipes. Visibility is only 30 ft., which is doubled for
races with low-light vision. Spot and Search checks suf-
fer a –4 penalty from the poor lighting and fog except in
rooms where the lighting has been restored. Those races
with darkvision can see normally and without penalty
within their darkvision range. The PCs can attempt to
repair the lights in a room, requiring a Repair check (DC
10) and each attempt takes 30 minutes. Once the lights
are restored the visibility returns to normal in that room.
The slant of the deck increases the DC of any
Balance and Climb checks by +5.
All interior doors are without power but they
are all open when the PCs enter unless otherwise noted.
Closing a door requires a Repair check (DC 15) and
each attempt requires 45 minutes. Interior doors and
walls have a hardness of 20 and 20 hit points. The ceil-
ings are 10 feet high except in the cargo hold and engi-
neering, where they are 30 feet high.
Fighting or making any loud noise within the
ship is likely to attract the attention of nearby creatures.
If the PCs make lots of noise the DM should make a
Listen check for nearby creatures to determine if they
hear the PCs. Use the table below to find the DC for the
check. If the creature hears the noise it is up to the DM
if it will come to investigate. Many of the inhabitants of
the ship, especially the intelligent ones, have decided
the best plan is to stay put.
Source of Noise
Listen DC
Melee Combat
15
Firearms Combat
10
Using Explosives
5
Creature
Listen Skill
Captain Nilas Sodderwick
+2
Bargin Smashskull
+2
Dara Foehammer
+1
Maekis Losin
-1
Phed Burbottle
-1
Raspin Morningflight
+4
Saergin Thunderclaw
+0
Salis Nillaris
+2
Serga Bellingad
+1
Shambling Mound
+4
Shocker Lizards
+4
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You should try to play up the feeling of para-
noia within the confines of the ship. The corridors are
filled with fog and illuminated by only occasional
strobe-like lights. Strange shadows abound and noises
echo from far off areas of the ship. The PCs should fee
that there are threats all around them. If the DM wish-
es he may roll 1d10 every ten minutes in the ship to
determine if the environment of the ship suddenly
becomes hostile to the PCs. If a 1 is rolled roll 1d10 on
the table below.
The lights in the room spark on and off, but the
mist seems a bit thinner on the bridge. Control panels
and computers dominate all the walls of the room and
three workstations are evident, but none of them seem
to be completely functional. Many panels have been
fallen open and sparks play across the surface of sev-
eral of the computers. One of the workstations is
obviously the pilot’s, another the captain’s while a
third seems to be for operating the ship’s weapon and
communication systems. The pilot’s chair is occupied
by the body of a female halfling who appears to either
be dead or unconscious.
Roll
Threat
1-2
A steam blast hits random PCs for 1d10
points of damage. Reflex save (DC 10)
for half damage.
The bridge has some scattered debris but is not
as badly damaged as other areas of the ship, mainly
because no combat has taken place here. With a Repair
check (DC 20), each attempting requiring 1 hour, the PCs
can get enough of the control system functioning to get an
idea of the current status of the ship. The ship’s primary
power, life support, maneuvering jets, main engines,
internal sensors, external sensors, the starcaster and
weapon systems are all offline. Repairing any of the dam-
aged systems will require a Repair check (DC 20) and
one hour per attempt, except for the main engines and life
support which cannot be repaired without massive
amounts of spare parts. Repairing the maneuvering jets or
the star caster can only be done in engineering. Repairing
primary power will restore all the lights to normal and
turn all the doors back on. Restoring life support will
remove the fog from the ship and repairing the weapon
systems will allow the characters to operate the one func-
tional laser turret from the bridge. This repairs will only
last a few hours at best before more complete repairs,
requiring large amounts of spare parts, must be made.
The halfling is Serga Bellingad, the pilot of the
Blue Talons. After the crash she and some of the other
Blue Talons loyal to Saergin immediately went to the
bridge with the surviving crewmembers to send a dis-
tress call but Raspin attacked them. Also at the same
time the aranea and the girallon attacked. In the ensu-
ing chaos the aranea captured one member of the crew
and one of the Blue Talons. Saergin and his people fled
back to cargo bay 3 while Raspin retreated to engineer-
ing, dragging Dara Foehammer, the ship’s engineer with
him. Serga was lost in the scuffle, snuck into the bridge
and sent the distress signal, but not before being bitten
by the aranea. In the process of sending the signal she
succumbed to the aranea’s poison, collapsing in mid
message. She will not awake until 7:00AM the next day
unless the PCs some how speed the process along.
If the PCs make a Search check on the bridge
(DC 15) they find 1 minicell, 15 cr., a datapad and a per-
sonal communicator.
3-4
A spark shower bursts around random
PC. All PCs within 5 feet take 1d6 points
of fire damage. Reflex save (DC 10) for
no damage.
5-6
A sudden gout of flame sprouts from a
nearby wall, striking a random PC. The
PC takes 3d6 damage with a Reflex save
(DC 15) for half.
7-8
An electrical conduit suddenly breaks,
electrifying the floor and wall plates
around the PCs. All the PCs must make a
Reflex save (DC 15) or take 2d10 points
of electricity damage.
9
Debris falls from the ceiling, striking a
random character for 1d10 points of dam-
age, Reflex save (DC 15) for half dam-
age.
10
Poison gas bursts from a nearby pipe. All
the PCs must make a Fortitude save (DC
10) or take 1d4 points of temporary
Constitution damage. Any type of
breathing apparatus will prevent this
damage.
If the PCs are not familiar with the technology
of the Dragon Empire the DM should slightly modify
the Read-Aloud Text sections to reflect the PCs lack of
familiarity with advanced technologies.
Rooms of the Lazy Wyvern
1. BRIDGE
While the windows of the bridge once provided a
clear view of the stars and beyond, now they just
reveal lots of dirt. The window is completely covered
in upturned soil and the window is fractured in sever-
al places.
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