Dragonstar - Smuggler's Run PDF
Dragonstar - Smuggler's Run PDF
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INTRODUCTION
3r3
for Dragonstar, the space fantasy campaign setting shouldn’t feel pressured to use all of the new rules in
designed for use with the d20 System. Smuggler’s Run this book in your campaign. It’s possible to play out a
presents new feats, prestige classes, spells, equipment, whole smuggler’s campaign without ever really worry-
starships, and rules systems that build on the mechanics ing about cargo, just as it’s possible to cut out, replace,
in the Starfarer’s Handbook and Guide to the Galaxy. or add any planet you like to the Smuggler’s Run.
Inside this book you’ll find the rules you need to play Assemble the crew, the cargo, and the campaign you
a single smuggler character or a whole adventuring want. The pieces you need are in here.
party of intergalactic traders and travelers. New prestige
classes such as the league runner and the corsair give
your character abilities more deeply rooted in the role of The Open Game License
a free-wheeling star captain. New feats such as Exciting Smuggler’s Run is published under the terms of the
Tales and Deeply Intimidating give any character the Open Game License and the d20 System Trademark
traits of a smooth or rugged scoundrel. Spells like License. The OGL allows us to use the d20 System core
veneer and secret tongue bring wizards and sorcerers rules and to publish game products derived from and
into the fold. compatible with those rules.
How can you make your fortune without cargo to In fact, all rules-related material is designated as Open
haul? Smuggler’s Run gives you simple but flexible Game Content. You can use this material in your own
rules for supply and demand. Use these to randomly works, as long as you follow the conditions of the Open
generate whole new markets or to further detail existing Game License.
worlds in your Dragonstar campaign. You’ll also need Not everything in this book is open, however. All
a ship to move your cargo, so Smuggler’s Run gives you game mechanics and rules-related material, and all
new models of starships and ready-to-use, customized game statistics derived from the d20 System SRD, are
vessels with complete deckplans. designated as open game content. Background and set-
Your fortune’s out there. Find it. ting information are designated as closed content.
The following are designated as Product Identity pur-
How To Use This Book suant to section 1(e) of the Open Game License, includ-
ed in full at the end of this book: the Dragonstar name,
INTRODUCTION
Smuggler’s Run is intended for players and logo, and trademark, the graphic design and trade dress
DMs alike. The basic rules for cargo and commerce of this book and all other products in the Dragonstar
should be understood by everyone at the game table. line, all graphics, illustrations, and diagrams in this
This book’s advice on designing and participating in a book, and the names Mezzenbone, Khelorn, Lazalius,
trader’s campaign should be read by DMs, of course, but Shul, Asamet, and Qesemet.
players should read that section, too. The starships,
robots, feats, and prestige classes presented herein are
just as valuable to player characters as they are to the
Adventure Ads
untrustworthy scum they’ll be forced to do business
Throughout this book, you’ll find adven-
with.
ture hooks, character seeds, and other cam-
As a working example of the ideas this book
paign nuggets in boxes like this one. These
explores, a new corner of the Dragonstar galaxy is
are a way for you to keep the campaign
described in the last chapter. This is the Smuggler’s
moving, despite the enormous scale of the
Run, where crews of independent traders, businessmen,
Dragonstar universe. These ads circulate
scoundrels, and pirates have a precious short while to
across the galaxy via the InfoNet. Anyone
make their fortunes before the Empire moves in and
can see them. Players can use them to pur-
takes all the money away. The data offered up on the
sue adventure leads and find cohorts. DMs
Run isn’t secret knowledge; it’s the sort of information
can use them to inspire new adventures and
that any well-informed galactic traveler should have
NPCs and introduce interesting cargo at a
upon entering the area. Some of it is common knowl-
moment’s notice.
edge, some of it is rumor, some of it is informed specu-
CHAPTER ONE
4
4l4
BUSINESS
but it’s not necessary. You can randomly generate the
Introduction planets the characters visit using the tables in the Guide
to the Galaxy. Add this book’s import and export char-
acteristics to the mix, and you have even more flexibil-
This chapter presents simple rules for commerce that
emphasize player choices and character skill over com- ity when designing new worlds on the fly.
plex market factors and elaborate business laws. This When planning a campaign focused on free traders
chapter’s game mechanics and those rules derived from and smugglers, you have two general approaches to con-
the d20 System Reference Document are designated as sider. A broader campaign style lets the characters take
Open Game Content. Everything else is closed con- their ship wherever they like and seek out fortune wher-
tent. ever it might be. They’ll visit more ports, but only get a
brief taste of each one. You’ll have to create adventures
How to Use These Rules for them to get swept up in, no matter where in the uni-
CHAPTER ONE: BUSINESS
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market in a timely fashion. What happens to the cargo Some absentee owners—if they’re very wealthy—own
when it arrives isn’t the concern of the shipping busi- a starship just to tap into the mystique of the interstellar
ness, so long as it gets where it’s needed. free trader’s lifestyle. Others want to have a vessel at
Shipping businesses are ideal for a simple campaign. their disposal only a few days out of the year and lease
The characters don’t worry about finding cargo or locat- it out in exchange for routine maintenance during the
ing buyers, they only worry about traveling as fast as rest of the year. The most common way to acquire a star-
possible from one place to another without getting into ship, though, is to buy it with money loaned by a
trouble. Characters crewing a shipping vessel probably wealthy investor who makes her money back by charg-
don’t even own their ship, but instead operate it for the ing interest (between 3% and 8%, usually).
shipping firm. The crew has a liason at the firm—their
shipping agent—who finds them cargo runs to make, SMUGGLING
deals with customers, and arranges for cargo to be deliv- Smuggling is one important step away from simple
ered to the ship. With the shipping agent as an NPC, this free trading. A smuggler buys and sells cargo regardless
business essentially supplies the PCs with a destination of its legal status, and very often specifically because of
and an adventure every week. its legal status. Some free traders make smuggling runs
Shipping rates are determined by dividing the costs of only when they have no other choice or the risk is very
the cargo run (fuel, ship maintenance, teleport costs, low. Others buy and trade nothing but illegal cargo. In
feeding the crew, etc.) by the number of pounds the ship the eyes of the Empire, there is no difference between
is transporting. This is the run’s break-even point. How the two. A single count of smuggling makes you a smug-
much more than this the crew or the firm charges is up gler.
to them, but the going rate in the Empire is 10% above Getting illegal cargo into and out of ports requires an
cost, and most customers expect to pay just that. Ships even larger array of skills than simple free trading.
with larger cargo capacities can underbid smaller ships Smuggling crews make use of bribes, illegal technology,
for customer contracts. Merchant emporiums with fleets magic, and sometimes firepower to get into and out of
of enormous ships can run small-time outfits right out of those ports where their fortunes are waiting for them.
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The trick to making these characteristics come to life
A planet’s market is what attracts traders to it.
is to fill in the spaces between the lines, if you will, with
Whatever goods a world imports and exports make up
invented details. The planet Monscrome in the
its market.
Smuggler’s Run, for example, has a surplus of machine
parts and a market hungry for imported entertainment
MARKET CHARACTERISTICS because it’s a crossroads junkyard with little indigenous
Markets are characterized by groups of goods, of cultural scene Use your imagination and don’t back
which there are several types. Each type of good encom- away from the ideas you get from odd groupings of
passes many individual products. Raw materials are so characteristics. Those strange cultures and situations are
abundant throughout the universe that natural resources the ones players will remember.
are almost never traded over interstellar distances. The
real valuables in the Empire are those distinctive or use-
ful products that are only made in a few places through-
out the galaxy.
Buying and Selling
Exports: These are the types of goods that the world These rules deal with trade goods types in the
produces or otherwise has in abundance. abstract. You should feel free to add more details to the
Imports: These are the trade goods that a planet lacks cargoes characters purchase. Be as precise as you like
or otherwise seeks to attain. when discussing individual sales opportunties. Don’t
Volume: This is a general indicator of a planet’s con- sell the characters a cargo of foodstuffs when you can
sumer base and economic power. This is the maximum sell them 50 tons of Chadran elvenfish.
amount, in tons, that a planet’s people can buy or sell on
any one visit. Most free traders run businesses far too
small to overwhelm a port’s supplies of goods or money, Pricing Goods
but it’s a big universe and exceptions abound. With a galaxy full of goods to choose from, there is no
way to price trade goods by their type. Instead, trade
each for exports and imports; this is the number of individual trade goods being exported or import-
ed from the planet. Next, roll 1d20 to identify what sorts of trade goods those exports and importa
are. If a good comes up on the 1d20 roll twice, mark it “double;” if three times, mark it “triple.” Roll
to identify supplies subtypes, if necessary. Then roll 1d6x1000 per population category of the plan-
et on page 134 of the Guide to the Galaxy; that’s the number of tons the market will buy or sell on
that visit.
price. If a good is listed as “double,” then it is available Gather Information or Research check to locate cus-
CHAPTER ONE: BUSINESS
for 50% of the average price. Goods not listed on the tomers willing to purchase all or some of your cargo, up
export or import list are available at average price. to the volume rating of the planet in question. You gain
a +2 insight bonus to this check if you have 5 or more
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bids representing small-time, inexperienced outfits and
low bids representing the insanely massive shipping
Light Years Research DC conglomerates. If the PCs’ bid is lower, the customer
Same System 30 hires them for the job. If not, they lose the contract.
1–10 25
11–50
51–100
100+
20
15
10
Passengers
Freighters don’t routinely take on passengers unless
both the freighter and the traveler happen to be going to
the same place anyway. In that case, the money made off
of a passenger is almost entirely profit. The standard
rate for a passenger or crew bunk aboard a freighter is
Price Negotiations 100 credits per day, though characters are welcome to
Whether buying or selling, the skilled trader can charge whatever they like.
squeeze a little more money out of anyone. With a suc- At any modernized port, a freighter can purchase an
cessful Diplomacy check, sellers can be persuaded to ad on the local network announceing open passenger
cut a deal and buyers can be persuaded to spend more space. Ads cost 10–100 credits depending on the port.
money. The DC of this check depends on the NPC’s atti- The ad brings would-be passengers by to see the ship,
tude toward the diplomatic character (see Influencing which allows crewmembers to make Bluff, Diplomacy,
NPC Attitudes, PHB v.3.5). If the NPC’s attitude is or other skill checks to persuade passengers to hop
changed to friendly or better, the price changes 10% in aboard. The check has a base DC of 15, though better
favor of the PC. rolls may attract more passengers. It’s never a sure
thing, though. Passengers and ports are hard to predict.
Trades
Think of each cargo purchase as a branch in the char- Persilom, will pay rates up to 125% of cost.
acters’ story. Will they purchase the foodstuffs that are Urgent! Supplies expire in 40 hours. Must
needed to feed starving miners in the Tarnahan system, be kept stable or will be ruined. Contact
or will they buy 100 tons of strange artifacts from Valcosser on Monscrome, InfoNet address
Chadra in hopes that they can find a buyer? Will they 17891.366.MNCM.11, right away.
agree to carry a secret, volatile cargo or will they turn
down the small fortune they’ve been offered?
Hand-crafted cargo runs are always more interesting boring quickly. Smugglers must rely on their cunning,
than those between random ports because something is their subtlety, and their ability to persuade as often as
bound to happen along the journey if it’s a story worth they must draw their blasters.
telling. Your imagination can create all manner of A multi-talented crew of spacers can get involved in
strange packages for the PCs to shuttle and—just as every sort of adventure the Dragonstar universe offers.
important—weird characters to hire them. The reasons why they do are just a little bit different.
The crew might board a derelict space station in search
Cargo Runs of salvage to sell on the open market. Exploratory mis-
sions to backwater worlds can lead to adventures in cul-
Smuggler adventures are often thought of as races to tural misunderstandings. The machine of war consumes
the finish line or harried escapes from black-gloved a lot of fuel and somebody has to be hired to deliver it.
ISPD agents. While those are fine encounters to play
out, a whole campaign
spent outrunning
Imperial ships
Onboard Adventures
Large cargo ships carry large cargo containers, some
can get very of which are large enough to be miniature dungeons. If
the characters find that a monster has somehow stowed
away aboard their ship, they’re going to go looking for
CHAPTER ONE: BUSINESS
it. That means moving through the zero-g cargo pod full
of floating ore, searching the module full of jungle
plants, and scanning the pod full of heavy construction
equipment.
Every week the crew welcomes another potential
adventure aboard their ship, be it the “haunted” passen-
ger module, the warded pod with an arcane book inside,
or the shipment of live constrictor snakes. Setting
adventures aboard the characters’ property gives them a
real incentive to face the adventure and makes the ship
feel like more than a piece of equipment. The vessel
starts to feel like a place as soon as the characters get to
explore it.
Consider, too, that the cargo the characters haul is
essentially the treasure they’ll earn for successfully
completing the adventure. If pirates board the PCs’ ship
in search of loot, the players could feel the results of that
attack for weeks as they work to repair the ship, recoup
the loss of the stolen cargo, and find the pirates who
attacked them. Everything becomes more personal,
which draws the characters deeper into the game world
and the campaign.
CHAPTER TWO
11
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CHARACTERS
operated freighters. Having a barbarian in the crew tells
Introduction customers that the ship has been to exotic ports and
knows how to deal with even the strangest cultures.
Likewise, having an obvious bruiser aboard sends a
This chapter covers all manner of character-related
game material, from multiclassing options to prestige clear signal to the thieves and ruffians watching in every
classes, from new uses for your skills to new feats that seedy port: This ship is defended. So, a barbarian can
compliment them. You’ll also find an assortment of new serve a symbolic role in the crew.
spells useful to the free trader character at the end of this In practice, a barbarian’s abilities don’t see much use,
chapter. though. It’s common for a freighter captain to keep an
obvious fighter aboard for show, but few captains want
Barbarian
In some ways, the barbarian is the most out-of-place Bard
aboard a starship, much less a ship intended for savvy A natural fit for almost any intergalactic business,
dealings in the modern business world. Yet it’s not bards find it easy to land jobs on freighter crews. The
uncommon to find barbarians serving aboard privately
difficulty is in finding just the right place where a bard
fits in. Most shipping agents want their ships to be rep- Seeking to Hire
12 resented by a single voice, and so won’t hire multiple
face men for one ship. Farming family on Serenity seeks cargo
A bard’s performance skills can be put to use adver- vessel to retrieve funerary vessel on Harbor
12l12
tising a ship’s availability in an area marketplace, or and deliver to the village of Corthington,
impressing customers on business dinners to taverns and Serenity. Remains are held at Vixmark
clubs. It’s no secret that small-time outfits owe a lot of Hospice under the name “Harrilond.”
their business to the mystique of the free trader’s Deceased spirit is linked to vessel, please do
lifestyle. It’s the bard’s job to make potential customers not lose. Will not pay for vessel without
believe they’re tasting that lifestyle by hiring the bard’s attached spirit. 52,000 credits paid upon
ship for their next job. delivery to Harrilond Manor.
Of course, bards also make fine negotiators them-
selves. A bard has the social skills for the task, but also
an array of spells and special abilities to use. Magicallly with a freighter crew, paying their way with divine
influencing customers is at the very least unethical, but spells and prayer. Clerics also make fine ambassadors
in most ports it’s also illegal. Many freighter crews get when first visiting a world new to the crew.
away with it anyway. The Unification Church doesn’t bear any automatic
Almost every class can gain some advantage through grudge against clerics who serve with pedestrian out-
multiclassing with the bard. There is no other profession fits. The open-minded morality of the church even
in the galaxy in which the jack-of-all-trades is more allows good, lawful holy folk to serve with crews of
essential. Alone in the deep empty with nothing but skill questionable legal standing, so long as they are
and luck between fortune and ruin, there’s no telling moral. Sometimes, this is so the cleric can learn
what talents might be called on. But the bard is also something about perspective in the universe.
master of no trade, which can be dangerous. Sometimes, this is so the cleric can slowly teach the
wicked how to be righteous.
Cleric
Starships need clerics just like adventuring parties do. Druid
CHAPTER TWO: CHARACTERS
A cleric serves as the ship’s doctor, counselor, and spir- Druids are infrequently employed on free trader ships,
itual advisor. A cleric’s spells are essential to the pro- and those captains who do employ them think of them
longed operation of some ships. It’s sometimes more as a sort of trade secret. Druids make great cargo spe-
useful to keep a cleric in the crew than it is to fix the cialists. Not only is trade in live animals a multi-million
oven. These are classic, thankless roles of servitude that credit business, but most free traders aren’t equipped to
so many clerics get dropped into. do it. A druid in the crew makes it much easier for a
Those clerics who happily settle on free trader ships small-scale operation to find, appraise, transport, and
are not of the classical variety, usually. There is a whole sell living animals and plants.
fleet of religious artifact traders based out of Persilom Despite what groups such as the Green Cabal
(in the Smuggler’s Run), in fact, in which some clerical (Player’s Companion, page 24) report, it is quite possi-
training is required of employees who want a full share ble to safely and humanely transport animals from one
in the business. Missionaries sometimes travel for years planet to another. In some cases, such as with rare or
highly adapted species of cattle, this is essential to col-
onizing efforts and no more hazardous to the animals
For Hire than life on their own world. Some creatures are even
transported to safety, lifted off of dying planets or out of
University-trained botanist and natural- industrialized atmospheres that have turned to poison.
ist seeks immediate passage off Praxilus. Of course, Imperial law forbids many other forms of
Has completed three contracted tours as animal transport. Alien creatures can devastate the ecol-
greenery cargo manager aboard Gevise ogy of an unprepared planet. Yet another reason why,
family ship Gracious. Will work for pas- sometimes, the illegal transport of organic species is so
senger accomodations. Can cook, clean, profitable.
sew, plant, and husband plants or animals Druids of questionable morals may fall into business
Travels with pets, non-negotiable. with poachers, who hunt, collect, or kill animals for
place. Smugglers and other illegal operators are even
Looking to Hire more likely to need fighters, because they can’t just
13r13
Parts and tools supplied. Vessel is a Krellix fugitive smuggler.
hauler with severe damage to hull foil. Rather than keep mercenaries aboard ship, though,
Private mechanists only, no corporate or most crews choose to hire ex-fighters or other workers
government employees need apply. Pays with combat experience. Outright fighters might get
175 credits per day, plus meals. Urgent. bored on some journeys, but crews without a little com-
bat skill might get killed. Multiclassed fighters are a
their valuable parts. On some worlds, whole animals are good middle-of-the-road solution.
luxury items, put to use as pets or cataloged in a royal
menagerie. These druids are not the sort that most folk
think of when they imagine druids, but they do exist and
Mechanist
they sometimes earn colossal fortunes. An unsettling number of private starships routinely
A loophole in the language of Imperial law (which has operate without a trained mechanist on board. Travel by
been magnified in Mezzenbone’s time) regards the right starcaster leads some crews to believe that they’re never
to capture and sell creatures from unexplored worlds. If far from the next planet or machine shop. Even making
the Royal Exploratory Service has not yet set foot on a the shortest, simplest teleports can result in trouble,
planet, that planet’s indigenous species are not yet sub- though. It’s best to have someone aboard who can get
ject to Imperial law. In some cases, these species are the ship running again in an emergency.
identical to those of other worlds, in which case they Freighter jobs can sometimes seem boring to a mech-
already fall under the domain of the law, but new anist. The equipment isn’t especially exciting or
species can be sold, even offworld, legally. Ships with advanced, most of the time. The problems that arise are
druids race to beat the RES to these planets in hopes of routine and repetitive. It’s not glamorous work.
pulling in a fortune off of rich armchair biologists and Fortunately, that’s not always what a mechanist is
exploration buffs in the core worlds. after. Some mechanists just love technology and are
In a more mundane capacity, many druids serve happy to have jobs that let them tinker. Others like the
idea of being attached to a single ship for a good length
were assigned to travel the stars aboard civilian star- ers, and freighter courses are often concerned with safe-
ships as a means of keeping the peace, encouraging ty over speed. Professional, commercial pilots pick up
responsible behavior, and upholding righteousness. This levels in other classes when they transition into the
was not a popular practice among civilian and commer- world of business, while merchants and traders learn a
cial captains. The paladins paid their way aboard ships little bit about spaceships when they strike out into the
as passengers and then began to comment and scrutinize offworld market.
all manner of behavior. These strict and holy passengers There is no standard crew break-down for a freighter,
had no legal authority, but they had a certain religious but every vessel has a pilot’s station. On under-manned
authority. The idea was that crews could operate nor- ships—most ships are under-manned—the pilot fills all
mally without fear of legal action, but be set on a more of the technical roles related to the vessel. Some com-
proper course of ethics and morality. mercial freighter agencies even send their ships out with
This experiment did not end well. The wanderlust of just a single pilot and a robot crew. The pilot, then, is
space got into some of the volunteer paladins, turning also the navigator, the cargo steward, and the engineer.
them into wayfarers and starhands. Other paladins found
themselves stranded on remote worlds, unable to find a
ship that would welcome them aboard. Ranger
Like monks, paladins usually have personal reasons Space is the ultimate wilderness; it contains all other
for participating in a mundane business venture. Those wildernesses. Rangers often serve as pilots and naviga-
reasons might be rooted in faith, love, loyalty or some- tors aboard remote starships. The big commercial hulks
thing more formal, such as an unfortunate contract seek out rangers to fill mapping and navigation posi-
which cannot be lawfully broken. Some paladins make tions, in fact.
their reasons public, others keep them to themselves. Rangers have a reputation for short stints with any
given company. The tiny circuits that the enormous
haulers travel pay fair money, but they don’t scratch the
15
15r15
CHAPTER TWO: CHARACTERS
itch that all rangers have; those ships don’t really go ates and flexible ethics, but also to learn the tricks that
anywhere. This is why rangers are so common in small- will be used against them.
er outfits. Rangers don’t care about the cramped quar- As much as any freighter crew might say they’d pre-
ters, or the bad food, or the hard work, so long as the fer the job to be about diplomatic meetings, mutually
ship keeps going places. beneficial deals, and exotic ports of call, every success-
Big corporate firms sometimes fill out whole ships ful freighter captain has come up against back-stabbing
with ranger crews to make the early trips to recently merchants, lying agents, and two-faced customers.
contacted worlds on the edge of the Empire. Rangers are Freighter crews need rogues because they must be pre-
good under pressure, they can handle themselves in a pared for double-crosses and sneak attacks. They must
fight, and they’re comfortable being on the edges of civ- be ready to evade corrupt port authorities and spot the
ilization. In short, they’re perfect for the job. traps local law enforcement sets for offworld scum.
Galactic freight is a rogue’s business.
Rogue
Like pilots, rogues are found on virtually every free Sorcerer andWizard
trader vessel in the galaxy. They’re natural negotiators, Magic is a very real part of the business, though
barterers, flatterers, and liars. They’re essential to the everyone says otherwise. Once cheats began using
work. magic to disguise faulty merchandise (or conjure mer-
Multiclass rogues are even more common. Rogues chandise up altogether), honest crews had to start
stretch out into fighter levels to stay alive, bard levels to employing sorcerers or wizards to protect themselves.
impress clients, and mechanist levels to get their ships Spells can deceive and spells can reveal. It’s best to be
home. Other classes develop roguish qualities to prepared.
become comfortable with questionable business associ- Magic, of course, is also integral to the operation of
an interstellar vessel. While few spellcasters capable of almost supernatural bond with their ships, which they
recharging a starcaster would spend their days hopping can make move as they do and perform improbable
16 around the galaxy on a freighter, the innate understand-
ing that spellcasters have of magic makes them valuable
stunts.
Multiclassed bard/pilots and rogue/pilots make excel-
to freighter captains. Of course, some unscrupulous sor- lent free captains; the pilot’s natural affinity for travel
16l16
cerers and wizards get jobs aboard freighters by claim- and the roundedness of rogues and bards serve them
ing to know more than they do. Every wizard is an well. Multiclassed rangers and mechanists can also be
authority aboard a ship of ignorant commoners. good free captains, where their skill with a blaster or
Most of a spellcaster’s work has to do with cargo, with a spanner make the all the difference in getting
though. Precious magical cargo is some of the most their cargo safely to its final destination.
lucrative in the galaxy, and freighter crews need to know Hit Die: d8
how to handle and identify such things. Arcane spell-
casters also have spells that can contain, preserve, or
repair physical goods. These spells are a hot commodi- REQUIREMENTS
ty in the business. To qualify to become a free captain, a character must
One reason why sorcerers and wizards travel aboard fulfill all the following criteria.
freighters is one they like to keep secret. In order to
refine and improve their mastery of magic, spellcasters Base Attack Bonus: +3 or higher.
often need to get out and learn, practice their craft, and Bluff: 2 ranks
hone their art. In theory, it’s much safer to do this aboard Pilot: 4 ranks
a simple freighter than it is to join up with looters or Repair: 2 ranks
grave-robbers. Sense Motive: 4 ranks
Urban Lore: 4 ranks
these classes are designated as Open Game Content. (Cha), Freefall (Dex), Listen (Wis), Navigate (Int), Pilot
Each class’s background and descriptive text is desig- (Dex), Repair (Int), Research (Int), Search (Int), Sense
nated as closed content. Motive (Wis), Speak Language (Int), Urban Lore (Wis),
and Use Device (Int)
Skill Points at Each level: 6 + Intelligence modifier.
The Free Captain
There are many organizations for smugglers around CLASS FEATURES
the galaxy, from trading guilds to the Courier’s League All of the following are class features of the free
to the royal houses. But there are a brave few—some captain.
outcasts from these groups, others rugged individual- Weapon and Armor Proficiencies: Free captains are
ists—who choose to face the perils of the galaxy on their proficient with simple weapons and with light armor.
own. These foolhardy individuals command their own Note that armor check penalties for armor heavier than
starships, and are called free captains; streetwise men leather apply to Balance, Climb, Escape Artist, Hide,
and women who rely on their wits, and sometimes their Jump, Move Silently, Sleight of Hand and Tumble skill
blasters, in pursuit of fame and fortune. checks. Also, Swim checks suffer double the normal
Free captains are almost universally well-traveled armor check penalties.
adventurers, with contacts in the most unlikely of Traveler’s Knowledge: The free captain gains the
places. Their experiences roving the galaxy have made equivalent of the bardic knowledge ability (see “Bard,”
them wise beyond their years and skilled in a variety of PHB). The free captain may add his levels in this pres-
different fields and disciplines. This roundedness serves tige class to his levels of bard for purposes of determin-
them well, for many free captains are smugglers and ing the effectiveness of his traveler’s knowledge class
gunrunners, moving small caches of goods legal and ability.
otherwise between private parties using their own ships. Well-Rounded: Free captains are veteran starfarers
Through their exploits, many free captains form an
TABLE 2-1: THE CAPTAIN 17
Base
17r17
Attack Fort Ref Will
Level Bonus Save Save Save Special
1st +0 +0 +2 +2 Traveler’s knowledge, well-rounded
2nd +1 +0 +3 +3 Custom rig +1
3rd +2 +1 +3 +3 Gut instinct, well-rounded
4th +3 +1 +4 +4 Nobody’s Fool 1/day
5th +3 +1 +4 +4 Acquaintances, well-rounded
6th +4 +2 +5 +5 Custom rig +2
7th +5 +2 +5 +5 Well-rounded
8th +6 +2 +6 +6 Nobody’s fool 2/day
9th +6 +3 +6 +6 “C’mon, baby!” 1/day, well-rounded
10th +7 +3 +7 +7 Custom rig +3
with colorful (some might even say checkered) pasts. dangerous business, and free captains develop an
Beginning at 1st level, the free captain may select a almost preternatural sense of danger.
single cross-class skill to become a class skill. At Beginning at 3rd level, if the free cap-
3rd level and every 2 levels thereafter, the free tain is surprised by an opponent,
captain may select an additional cross-class skill he may make a Sense Motive
to become a class skill. check (DC 10 + attacker’s
Custom Rig (Ex): A free captain’s ship Hit Dice). If this check is
is his home, his pride and his joy, and successful, he is not con-
he enjoys a bond with it that few sidered flat-footed during
reduce the acquaintance’s attitude by one. Directly wider society by Gram Granger after the other eleven
attacking or deliberately betraying the acquaintance founding members died. Granger doesn’t bother to take
automatically reduces the acquaintance’s attitude his ship out into the universe any more. He makes his
toward the free captain to unfriendly or worse (DM’s money off of the Freecaster’s Club on Draconis, which
discretion). If an acquaintance’s attitude towards the he runs. A cut of all membership dues (500 credits a
free captain drops to unfriendly or below, the free cap- year) end up in his accounts. With more than a million
tain may no longer attempt to call upon that acquain- members across the Dragon Empire, Granger does quite
tance and may not use this ability in the area until he well for himself just tending bar at his three-story glass-
makes amends or develops a new acquaintance through and-stone club.
role-playing. His reputation has been tarnished or The Freecaster’s Club is no secret, but it does have a
ruined. certain reputation for snobbery and elitism. Officially,
“C’mon, Baby!”: Through a combination of extraor- anyone who owns his own freighter, free trader, or cargo
dinary flying and sheer willpower, the free captain can ship can pay the dues and be a member, but that’s not
push his ship beyond its normal limits. Once per day, the always the case. New members must be entered into the
free captain may use this ability to achieve one of the computer database at a club location by an established
following effects: member. Some members turn down hopeful captains
Perfect Interface (Ex): The free captain automatically because they’ve fulfilled contracts for the aristocorps,
succeeds on a single skill check involving his custom rig hauled freight for the military, or been too friendly with
(including Navigate, Repair, Use Device, Pilot, etc.). If an unpopular port authority somewhere.
this ability is used for an opposed check, treat this use as Captains who do get inside enjoy a certain freedom of
a +20 competence bonus to the free captain’s skill bonus speech and access to the Club’s 1,022 ansibles, where
instead. available. Plus, members enjoy a +4 bonus to Gather
Six Perfect Seconds (Ex): During combat, the free Information checks made with other members while
captain may add +20 to all attack rolls, saving throws, inside Freecaster’s Clubs.
One overriding rule presides at all Club locations: lers and scallywags who prowl star systems and space-
Everyone’s friendly at the club. Rivalries, fueds, and ways in search of their next big score. They are daring
bad blood are fair subject matter for conversations and
debates, but fighting gets all participants thrown out of
raiders and fearsome combatants who can strip a ship of
its wealth before the local authorities even receive the
19
the club for life. distress call. The wealth and fame garnered by many
19r19
corsairs also attracts throngs of men and women of a
CAMPAIGN INTEGRATION like mind to their side, who serve as comrades and crew
in their dirty business.
Freecaster’s Clubs exist all across the Empire, so it
Bards and rogues make excellent corsairs, with their
should be easy for player characters to find one. For the
contacts with the more unsavory elements of society and
most part,the Club is little more than a means of getting
larcenous skills affording them a significant advantage
information, but it can also be a great place for charac-
over uninformed plunderers. Fighters and rangers also
ters with the Leadership feat to drum up followers or
fare well as corsairs, as skill in combat and a knack for
cohorts. Out-of-work club members congregate for just
survival can spell success for the harsh life of a space
that reason, in fact.
pirate.
If the player characters have reason to check up on a
Hit die: d8.
fellow freighter crew, this is the way to do it. Likewise,
big scores and big losses the characters suffer will even-
tually make it back to other members, who might show REQUIREMENTS
up to offer aid or spread the word that the characters are To qualify to become a corsair, a character must meet
incompetent, depending on who their friends are. all of the following requirements.
Terrific role-playing encounters can develop when Alignment: Any non-lawful.
the PCs get to meet with an adversary over Freefall: 4 ranks
drinks at a Freecaster’s Club. This makes it Intimidate: 8 ranks
possible for the characters to get a real sense of Navigate: 4 ranks
their competitor’s personality without the scene Feats: Born Spacer, Point Blank
heading straight into a bar fight. The Shot.
Freecaster’s Club may not have any
secret plans or conquests of its own, but
it is a fine tool for introducing new
CLASS SKILLS
The class skills (and key abilities
fer double the normal armor check penalties. and items for resale on the black market. The time
Close-Quarters Fighting (Ex): Corsairs are highly required and yield of plunder depends on the size of the
experienced in ship-to-ship fighting and boarding ship, as noted below:
actions, and know how to use their environment to their Raid – The corsair quickly ransacks the ship, robbing
benefit. At 1st level, when fighting in a ship or other passengers at gunpoint and grabbing any loose items of
enclosed space, the corsair gains the benefits of the value before fleeing. Raiding a ship only requires the
Combat Reflexes feat. corsair be on board and to have suppressed the crew
At 5th level, when fighting in a ship or other enclosed temporarily (such as with an Intimidate check, PHB
space, the corsair also gains the benefits of the Pressing v3.5, page 76) while he makes away with the loot.
Attack feat. Strip – The corsair strips the ship down to the bare
CHAPTER TWO: CHARACTERS
At 9th level, when fighting in a ship or other enclosed parts for anything of value, leaving only a worthless
space, the corsair’s threatened area is considered 10 feet hulk in his wake. The corsair must first commandeer the
larger than his reach (so a corsair with a normal reach of ship and any crew on board for as long as it takes for
5 feet would threaten an area out to 15 feet away), but him to completely strip the ship. This time includes
only in regards to ranged weapons. If an opponent takes finding a fence to sell the stripped items on the black
an action that normally provokes an attack of opportu- market.
nity within this area, the corsair may make a ranged The corsair may make no other actions of significance
attack of opportunity against that opponent using a while plundering a ship, though he may return to the
ranged weapon that is currently loaded and drawn (so a work later if distracted or interrupted. If the corsair is
corsair holding a blaster could make a ranged attack of interrupted at any point while plundering a ship, he may
opportunity, but a corsair holding an unloaded crossbow escape and still collect an amount of credits equal to the
or wearing a holstered pistol could not). last full time increment he completed.
Notorious (Ex): Through daring raids and huge Example:
hauls, corsairs quickly develop a reputation that spans Gorax the corsair is raiding a Gargantuan passenger
star systems. Beginning at 1st level, the corsair adds a ship (time required: 1 hour). If an Imperial patrol boat
+1 competence bonus to all Intimidate checks he makes appears on the scope after 45 minutes, Gorax may
and to his Leadership score for the purposes of attract- choose to stop plundering and escape with the next low-
ing followers. This bonus increases by an additional +1 est amount (30 minutes’ worth): 500 credits.
at 3rd level and every two levels thereafter. At 8th level, the corsair reduces the time to plunder a
Plunder: Corsairs are experts at conducting light- ship by half.
ning-fast raids and salvage missions that can turn them Leadership: At 4th level, the corsair gains the
a great profit. Beginning at 2nd level, the corsair may Leadership feat. If the corsair already has the
either raid a captured ship for credits and the personal Leadership feat, he adds a permanent +2 bonus to his
possessions of its crew, or strip it down for useful parts Leadership score instead.
Table 2–3: Plunder 21
21r21
Ship Size Raid Strip
Medium 5 minutes/100 cr 2 hours/500 cr
Large 10 minutes/200 cr 4 hours/1000 cr
Huge 30 minutes/500 cr 8 hours/2,500 cr
Gargantuan 1 hour/1,000 cr 1 day/5,000 cr
Colossal 2 hours/2,000 cr 2 days/10,000 cr
Colossal II 3 hours/4,000 cr 4 days/20,000 cr
Colossal III 4 hours/8,000 cr 6 days/40,000 cr
Colossal IV 6 hours/15,000 cr 10 days/80,000 cr
Colossal V 8 hours/30,000 cr 14 days/150,000 cr
Colossal VI 12 hours/60,000 cr 1 month/300,000 cr
Raider: At 4th level, the corsair has developed a would receive from this plunder by one-half to provide
knack for choosing targets based on their cargo. When his followers with a morale bonus on all skill checks and
plundering a ship, the corsair may voluntarily reduce the saving throws equal to his Charisma modifier for 4 days
amount of credits in plunder to acquire a single item (since Gargantuan ships are 4th on Table 2–3). He and
(standard or magical). The value of this item may be no his men celebrate in their hidden orbital lair with plun-
higher than half the total credit value of the plunder the dered ale. If Gorax had stripped the ship instead, this
corsair would collect normally from this type of plunder benefit would last for 8 days.
action. Scourge of the Spaceways (Ex): The most success-
Example: ful corsairs develop a fearsome reputation that stretches
Gorax has boarded a Gargantuan deuterium tanker across the stars. At 10th level, the corsair may cash in on
(yield 1000 credits), but needs a new weapon for his
peaceful robberies on commercial freighers. Their anywhere. They have no goals other than to just keep on
leader, Domick, tells every freighter captain he encoun- plundering.
ters the same life lesson: “A sheep can be sheared again, The issue for the player characters either way is
but skinned just the once.” This nugget of wisdom whether the tales of Domick’s mass murder are true.
comes at the end of every robbery. He’s not telling, and none of his men seem intereested in
Except one. There is a tale told in the pilot’s bars on sharing what they know.
Persilom that the Black Shark was responsible for one
terrible act of brutality against a corporate shipping ves-
sel in the Monscrome system. Supposedly the crew
resisted Domick’s men, so the pirate and his men gave The House Trader
the crew back their belongings, then spaced the freighter The Dragon Empire is filled with
crew one at a time, starting with the captain. When they countless merchant guilds, responsible
tried to cooperate, he kept on going. for the movement of goods and capital
Domick’s ship has been notoriously difficult for across the stars. Foremost among these
authorities to locate. Besides being very stealthy, it is traders are the men and women of the
astonishingly fast. It swoops out of the penumbral noble Merchant Houses—
shadows of a planet’s moon, hits ships as they pre- ancient, powerful, and fabu-
pare to engage their starcaster, and then teleports lously rich mercantile fami-
away itself. The pirates seldom steal cargo, but lies spawned at the dawn of
when they do they seem to have the Empire. Time and
come for specific goods and have resourcefulness have
known just where to find them. granted merchants of the
houses wealth and respect
CAMPAIGN INTEGRATION second to (some would
CHAPTER TWO: CHARACTERS
23r23
Level Bonus Save Save Save Special
1st +0 +0 +0 +2 In demand, authoritative haggle (10%)
2nd +1 +0 +0 +3 Business sense +2
3rd +1 +1 +1 +3 Wealthy 1/adventure
4th +2 +1 +1 +4 Appraiser’s eye (detect magic), business sense +3,
authoritative haggle (20%)
5th +2 +1 +1 +4 Connected
6th +3 +2 +2 +5 Business sense +4, wealthy 2/adventure
7th +3 +2 +2 +5 Authoritative haggle (30%)
8th +4 +2 +2 +6 Appraiser’s eye (identify), business sense +5
9th +4 +3 +3 +6 Wealthy 3/adventure
10th +5 +3 +3 +7 Business sense +6, wheel and deal 1/day
Wealthy: The interstellar merchant houses are fan- monplace electronics, for example), or a +10 to the save
tastically wealthy, and the house trader may draw upon if the offer is truly outrageous (giving the house trader a
his house’s fortune in times of need. Once per month, starship for free). If the target fails this save, he accepts
the house trader may declare his wish to tap his house’s the offer.
savings account to fund his current endeavor. He must
spend 4 hours at a bank or credit terminal processing
the necessary forms and authenticating his account, The Gevise Family
after which time he receives 1000 times his class level
in credits. At 6th and 9th level, the house trader may
use this ability an additional time per month.
PURPOSE
Appraiser’s Eye (Sp): House traders have an uncan- For hundreds of generations, the Gevises have owned
ny ability to discern the most minute details in the goods fleets of trading ships, vast orbital emporiums, and elab-
they examine. Beginning at 4th level, the house trader orate private palaces; they want nothing more than to
may spend a full action examining an item and identify keep a good hold on their fortune, and watch it swell.
the presence of magic in that item, just as if he had cast
detect magic. At 8th level, when the house trader uses LEADER
this ability to examine an item, he learns information Matalia Gevise (N human female, Ari5/Rog5/Hst10)
just as if he had cast both detect magic and identify on
that item. The house trader may use this ability a num-
ber of times per day equal to his class level. This is a
CURRENT ACTIVITIES
spell-like ability. The primary economic force in the Smuggler’s Run is
Connected: Members of the merchant houses maneu- the Gevise family. Their merchant fleet crowds the skies
ver in some of the most elite circles of Imperial soci- over Persilom, fixes prices throughout the system, and
ety, and may leverage those connections to their advan- blazes new trails of commerce throughout the Run. No
tages. Beginning at 6th level, the house trader may indigenous peoples, competitors, or governments short
CHAPTER TWO: CHARACTERS
attempt to use his standing to gain access to restricted of the dragons get in their way.
areas and events. The house trader must make a The Gevises are a huge family. Literally millions of
Charisma check with a DC depending on the type of people bear their name in Asamet alone. Their business
area he wishes to gain access to, adding his class level practices are praised by the richest folks and crush the
to the result. If this check succeeds, the house trader poorest folks, but they’re not alone in their celebrated
gains access to the resource in question. The house success. Other trading houses operate in the Empire and
trader may use this ability a number of times per day in the Run, so the Gevises are forever repositioning
equal to his Charisma modifier. themselves, strategizing, and scheming.
Gevise operations are extremely top-heavy. Gevise
DC Area/Event Type freighter captains make twice what any independent
5 Very common (public place, good seats at captain could hope to make in a year, but the crews who
a public performance) operate Gevise ships are paid next to nothing. The sys-
10 Common (private residence, closed meeting) tem of the familial houses is based on seniority, so lowly
15 Uncommon (local government building, closed new employees earn a pauper’s wage (or less) for their
government meeting) trouble, but if they stick around they will be promoted.
20 Restricted (Military facility, exclusive meeting, Fifteen or 20 years of promotions can lead to hundreds
spaceport operations center) of thousands of credits in pay and command of a star-
25 Exclusive (Imperial residence, secret meeting freighter. The most loyal, most respected members of
of royal court) the business may eventually be welcomed into the fam-
ily through marriage.
Wheel and Deal (Ex): Beginning at 10th level, once The Gevises aren’t of royal blood, so they are eager to
per day, the house trader may convince others to make set up new markets in frontier territories before
the most implausible business deals through his flawless Mezzenbone’s people arrive. Gevise ships carry sophis-
bargaining techniques. The house trader makes an offer ticated weaponry and defenses and it costs a great deal
to pay off the hundreds of Imperial officials necessary to Red Age, the Courier’s League has slowly lost favor
cross jurisdictions with that firepower. The Gevises are with the Dragon Court, and with it much of the prestige
constantly under-reporting the capabilities of their
fleets. Mezzenbone would never tolerate the sheer fire-
it once enjoyed. Mezzenbone prefers his decrees to trav-
el through other mediums: the ISPD, ansibles, and
25
power the family is fielding across the galaxy, were he hushed, frightened whispers.
25r25
to find out about it. Today, the League remains active, but is a pale reflec-
Whatever goals the family as a whole once had, tion of its former self. Instead of a tightly knit fraternity
they’ve been replaced by a consuming greed. Individual of starfarers, the organization has devolved to a loose
members of the house may have much more noble or rabble of mercenaries and hotshot pilots looking for
dangerous aspirations, however. their next score. While many runners still make their
primary income from Imperial contracts, less scrupu-
CAMPAIGN INTEGRATION lous runners are couriers and bagmen for some of the
most notorious organizations in the galaxy. Either way,
There’s a fortune in money for anyone willing to deal
most runners don’t care—as long as their client’s credit
with the Gevises. The house may offer overflow ship-
is good.
ments to private freighter captains once or twice. When
Rangers and pilots make the best league runners,
they do, they overpay by as much as two or three times
where their innate talents of travel and navigation serve
what the run should be worth. That’s how they get you.
them well. Bards and rogues frequently find work with
Once a crew has tasted the Gevise family fortune,
the League transporting “extralegal” cargo to some of
they’re cut off unless they come into the fold and sign
the rougher parts of the Empire. Surprisingly, even a few
five-, 10-, or 15-year contracts. Anyone who does
paladins find work as runners, typically as bounty
becomes a pawn in the financial power-plays of the
hunters or less-than-royal marshals delivering criminals
Gevise elders. The family is a byzantine network that
to prisons and their orders for judgment.
virtually no one escapes. Those who do make enemies
Hit Die: d6.
of the Gevises.
The Gevise family makes a great villain. They’re
power-hungry, greedy, treacherous, and look down on REQUIREMENTS
anyone who won’t do business with them. To qualify to become a league runner,
Introducing the Gevise family into a campaign is a character must fulfill all of the fol-
easy; they’re behind millions of storefronts and fac- lowing criteria.
Navigate: 8 ranks. authorities. At first level, once per adventure, the league
Pilot: 8 ranks. runner may designate an item or object no larger than 10
Use Device: 4 ranks. feet by 10 feet, and no more than 500 pounds, to be his
Feats: Space Jockey, Starship Piloting, Technical cargo. At 1st level, the league runner gains a +5 compe-
Proficiency. tence bonus to all skill checks to conceal information
Special: Must join the Imperial Courier’s League, about his client or the presence and contents of his
either by defeating a current member in a competition of cargo.
piloting and navigation skills or bribing a League head At 5th level, the league runner may spend an hour
4d6 x 1000 credits. concealing his cargo in such a way (hiding or disguis-
CHAPTER TWO: CHARACTERS
27r27
time required is reduced to 50% of normal.
er the messengers who travel in its name to be strange
fly-by-night sorts or criminals. Many bearers of the
DC Area
league’s symbol are, in fact, just that.
10 Very well known (Imperial capital,
A finite number of notarized letters were crafted for
area with heavy Imperial presence)
the runners of the Courier’s League, and the current
15 Average (on an Imperial world,
members swap those letters back and forth as prizes for
area with usual Imperial presence)
dares and bets. No more letters can be made, and so no
20 Remote (on an Outlands world, area
more members can officially join the League.
with light Imperial presence)
Memberships just get passed back and forth between the
25 Isolated (on the galactic fringe, no
racers who know where to find them.
Imperial presence)
Still, a small number of runners make legitimate use
Cool Head (Ex): At 4th level, the league runner may of their letters and work as messengers for honorable
take 10 on a number of Pilot, Navigate, or Use Device organizations. When good people need an important
checks per day equal to his character level, even if cir- message to be sent some place terrible—and they can
cumstances or distractions would not normally allow it. find a former courier of the League to help—honorable
Getaway (Ex): League runners are experts at evading league runners take the job. This puts them at odds with
pursuers intent on capturing their cargo. At 6th level, the some of the authorities in Asamet, but the remaining
league runner may add his Wisdom modifier (in addi- runners pose no threat and might one day be useful, so
tion to his Dex modifier) to all Pilot skill checks when the agents of Asamet let them go about their work.
attempting to escape or evade attacks (see Starfarer’s
Handbook, pages 158–159). Additionally, the league CAMPAIGN INTEGRATION
runner gains a dodge bonus equal to his Wisdom modi- What’s left of the Courier’s League is so scattered and
fier to the AC of a craft he is piloting. laughably undisciplined that it’s no surprise the player
Vanish (Ex): At 10th level, once per day, the league characters haven’t heard of them before. League runners
LEADER
None
Skills
This section covers a few new ways to make use of
the skills commonly available in the Dragonstar set- information.
ting. This section is designated as Open Game You can also use this skill to investigate rumors and
28 Content. learn a little something about clients, their cargo, and
their previous business dealings. By very carefully scru-
news, commodities reports, and want ads from all over a port inspector or pass a secret note without being seen.
the galaxy on the InfoNet. This lets you find the right To avoid being caught by onlookers, make a Sleight of
cargo runs, the right ports, and the right customers for Hand check opposed by the onlooker’s Spot check. With
your business. It’s easier to browse the entire local infor- sensors and recording devices all over the galaxy,
mation dump than it is to carefully scan a hundred dif- onlooker’s need not make their Spot checks live on the
ferent specialized information services from across the scene or even at the moment when your Sleight of Hand
galaxy, but browsing takes longer. The better your check is made. Spot checks to notice a discreet hand-off
Research check, the more the leads you turn up manage through recorded media suffer a –2 to –6 circumstance
to fit your needs. See Chapter 1: Business for more penalty, depending on the quality of the recording. See
the Spot entry below.
Looking to Hire When slipping a bribe to a willing participant who
understands what’s going on, add the accomplice’s
Former House Gevise pilot seeks crew to Dexterity modifier as a circumstance bonus to your
operate Iron Dragon transport out of check.
Monscrome. Pay is one share per mate, with You can plant an object on an unwilling subject by
two shares retained by me as owner. Vessel making a Sleight of Hand check against DC 20. Your
is a fixer-upper, 45 million miles, comes check is opposed by the Spot check of your subject, so
staffed with four robot laborers. Open posi- even if you successfully plant an object on your subject
tions for business manager, mechanic, pilot, you may be caught in the act.
customs officer, and security chief. Former
Gevise contractors need not apply. Jobs
include cargo runs to the Imperial interior
Speak Language
with options for free trade. Contact The great merchant houses of the galaxy have been in
Donovan, Monscrome (1331.2467.22) business for thousands of years across thousands of
planets. Besides developing their own customs, cul- small number of very qualified inspectors to oversee all
tures, and traditions, they’ve also developed their own starport operations without wasting their time on routine
languages. These are wholly artificial languages, creat-
ed from a mixture of pidgin languages, blended dialects,
cargo inspections. Thus, many smuggling operations
underestimate a port’s security by judging the quality of
29
business jargon, and vernacular, designed millenia ago the common workers. Those smugglers may pass freely
29r29
with roots that spread across many linguistic groups but through a planet’s customs gate only to be confronted
reach too deeply into none of them. The merchant hous- and arrested hours or even days later, when the footage
es are very protective of their trade secrets, and they of their illegal activities has been fully analyzed.
only discuss them in their own tongues. Over the years, You can make a Spot check to oppose Sleight of Hand
the languages have swollen and changed like any living and Disguise checks even through remote sensors and
language, but still they are kept within the company as recorded media days or weeks after the events take
much as possible. place. Your Spot check is modified by the quality of the
A complete list of merchant house languages is sensor or the recording.
impossible, since the number of byzantine familial cor-
porations is based totally on the needs of your own Modifier Example
Dragonstar campaign. House languages are usually –2 High-quality sensor or recording
just given the name of their parent family. The Gevises –4 Average sensor or recording
who have moved into the Smuggler’s Run, for example, –6 Poor-quality sensor or recording
speak Gevisan. +2 Multiple recording angles
pays off.
Prerequisite: Int 11+, Wis 13+
Benefit: You get a +4 bonus to Search checks when Exciting Tales [General]
you take 20. You also suffer no penalties when making You draw on the everyday experiences of your excit-
Spot checks through remote feeds or recordings. ing life to weave tales that audiences love.
Benefit: You gain a +2 synergy bonus to Perform
checks if you have 5 or more ranks in any one Craft,
Reward Knowledge, or Profession skill. This bonus increases to
+4 when you have 10 or more ranks in any one Craft,
Persilom Surveillance Bureau offers a Knowledge, or Profession skill. There is no benefit to
10,000 credit reward for any information having 5 or more ranks in multiple Craft, Knowledge, or
leading to the capture of fraudulent and Profession skills.
thieving free captains operating out of the
Monscrome starport. Information regarding
any local smuggling operations will be Feel For the Road [General]
rewarded. Special compensation for infor- You have an unusually good sense of how a vehicle
mation leading to the arrest of the Black reacts to rough terrain.
Shark. Inquire about bounties and privateer Prerequisites: Pilot skill, Technical Proficiency,
licenses being issued for the Persilom and Wis 11+
Monscrome systems by the ISPD. Some Benefit: Reduce all terrain penalties by one-half for
considerations will be made for those any vehicle you are piloting. This applies to take-off and
informers concerned with self-incrimina- landing checks for aircraft and spacecraft as well.
tion. Contact: ISPD-PSB-001.
Special: This feat may only be selected during char-
Fit In [General] acter creation.
You have an intuitive grasp of local customs, dialects, 31
and behaviors.
Benefit: You gain a +2 bonus on all Disguise and Inside Joke [General]
31r31
Gather Information checks. You find it easy to break the ice with people who have
similar interests and work experiences as you do.
Benefit: You may make a Craft, Knowledge, or
Good Listener [General] Profession skill check to alter the attitude of an NPC
You have a trustworthy quality that helps strangers who has ranks in that same skill.
feel comfortable opening up to you. Normal: Charisma checks are usually made to
Prerequisite: Cha 13+ change NPC attitudes.
Benefit: You make Gather Information checks in half
the time it would normally take. This feat also grants a
+2 bonus to Gather Information checks. Innuendo [General]
Normal: A Gather Information check usually takes a You know how to make sense of coded language and
full evening. innuendo.
Prerequisite: Bluff skill
Benefit: You gain a +4 bonus to Bluff checks to send
Heavy-Helmer [General] a secret message in plain conversation and a +4 bonus to
You’re unusually adept at handling large and heavy Sense Motive checks to discern secret messages.
starships.
Prerequisites: Pilot skill, Starship Piloting, Technical
Proficiency Jargon [General]
Benefit: When piloting Colossal or larger vehicles, You find it especially easy to communicate with peo-
you ignore up to 4 points in handling penalties. If the ple who have similar interests and work experiences as
vessel’s handling score is –1 or better, you gain a +2 to you do.
Pilot checks in that vehicle, instead. Benefit: You gain a +2 bonus to Diplomacy, Gather
Information, and Sense Motive checks you make on
characters who have at least one rank in a Craft,
Illogical Input [General]
33r33
delivers an arcane bribe with a duration of six hours to a transport recently acquired library from
customs inspector on Draconis. The spell was cast five Port Vista to Praxilus by way out Outlands
and a half hours ago, so the sorcerer only has thirty min- Station. Library must arrive in mint condi-
utes to deliver the bribe and make use of his new friend. tion, unmolested and uninspected. Time is
not a factor, but delicacy is. Will pay 10,000
credits in advance, with 20,000 on delivery.
GLAMOUR
Enchantment (Charm) [Mind-Affecting]
Level: Brd 1, Clr 2, Sor/Wiz 2 against greater arcane bribe, made when they first come
Components: V, S, M into contact with the object.
Casting Time: 1 round Material Component: The object touched.
Range: Close (25 ft. + 5 ft./2 levels); see text
Area: 20-ft.-radius emanation; see text IMPAIR JUDGEMENT
Duration: 1 hour/level Enchantment (Compulsion) [Mind-Affecting]
Saving Throw: None Level: Brd 2, Sor/Wiz 3
Spell Resistance: Yes Components: V, S
This spell infuses an area with charm, a fine atmos- Casting Time: 1 standard action
phere, and an impressive vibe. Bluff, Diplomacy, and Range: Touch
Gather Information checks made by the caster or one Target: Creature and object touched
other specified subject within this area enjoy a +5 Duration: 1 minute/level
enhancement bonus. If the area in which the spell is cast Saving Throw: Will negates
is adorned with fine furnishings (silk drapes, antique Spell Resistance: Yes
chairs, stylish modern lamps), glamour magnifies their Impair judgement causes the subject to see what he
appeal and grants an additional +2 bonus to Charisma wants to see. The caster must simultaneously touch the
checks to alter a character’s attitude. target creature and the target object. The creature there-
35r35
EQUIPMENT
styles, trends, and pricing from across the Empire.
Introduction An appraiser is operated with a Use Device check
(DC 10). Essentially, the appraiser makes a trained skill
check for the user, with a circumstance bonus of +1 to
This chapter details equipment, robots, and cargo
pods that free-traders and ship captains have found use- +10 based on its programming. The user just stands by
ful in their careers. The game mechanics and names of and waits for a response from the unit. The device gets
the individual items in this section are designated as its bonus to Appraise checks based on the catalogs cur-
Open Game Content. The specific descriptions and rently stored in its database. Up to 10 “artificial ranks”
background information are designated as closed con- of data may be stored for up to five different Craft skills.
tent. A jeweler’s catalog might be dedicated to Craft (gem-
cutting), for example, while a tailor’s might be divided
37r37
Appraiser (with ten ranks) 400 cr — 1 lb.
Appraiser ranks (each) 25 cr — —
Binding gun (commercial) 450 cr 5 ft. (30 ft. max) 8 lb.
Liquid fiber refill 10 cr — —
Binding gun (industrial) 650 cr 10 ft. (60 ft. max) 22 lb.
Liquid fiber regill 25 cr — —
Mass analyzer 400 cr — 4 lb.
Packing gun 500 cr 5 ft. 12 lb.
Chemical canister 30 cr — 2lb.
Robotic lock 100 cr — 3 lb.
if not used carefully. Smoke and toxic clouds can be Robotic Lock: Although not technically a robot, a
emitted, though a processor can only generate a single robotic lock is a mechanical device with rudimentary
atmospheric composition at any one time, and only if it programming and simplistic sensory abilities. Robotic
is fed the correct ingredient mixture. Temperature set- locks respond to vocal commands, passwords, or certain
tings can be altered independently of the atmospheric requests. The difference between a robotic lock and
mixture and do not require ingredient tanks. The com- common electronic locks is that a robot lock can be
panies that produce atmosphere generators also sell pre- issued instructions for admittance that require some
packaged environmental ingredients. degree of judgement on the part of the device. A robot-
Packing Gun: For objects more fragile or oddly ic lock can be bypassed with the Open Locks skill (DC
shaped than a binding gun can safely manage, shippers 22) or it can be tricked into opening up with a
use a packing gun. A packing gun is an inelegant unit Diplomacy or Bluff check (opposed by the lock’s +5
think of such a thing. Robotic medics, janitors, mechan- meetings, and any other scenes that could lead to legal
ics, translators, handlers, and bookkeepers are the most action later on. Sometimes they’re used as impartial wit-
common, followed far behind by copilots, navigators, nesses, in the case of drones operated by the port author-
protectors, and customer service representatives. ity, and in some cases they are asked to translate verbal
agreements into actual written contracts.
Appraisal Robot A contract drone appears as a hovering eye in a
wedge-shaped body. They’re equipped with efficient
While no flesh and blood merchant would trust a and quiet hoverlifts and sophisticated recording equip-
robot to appreciate the true beauty of fine merchandise ment. The data their senses perceive can be beamed to a
more than he does, many merchants trust robots more more secure storage device elsewhere through their per-
than their business associates. Appraisal robots are a sonal communicator.
tool of compromise, then, in the world of professional By design, contract drones are unable to communicate
buyers and sellers. Besides, no one can be an expert at by any means other than printed documents and legal
everything. An appraisal robot can be counted on to precedents. A contract drone itself has little or no mem-
bestow a certain academic authority, like an almanac. ory and processes all stimuli it receives through a filter
Something like a giant microscope in appearance, of law. Since the drones are truly neutral constructs, this
appraisal robots are faceless, walking tables piled high makes them somewhat difficult to regard as proper pos-
with equipment. A broad, flat counter extends from the sessions, sometimes. Drones flee from illegal activity
unit’s middle, onto which merchandise is placed. with a kind instinctual programming. They won’t go far,
Sensitive plates beneath the surface’s cloth lining mea- but it’s a tell-tale sign that law enforcement agents have
sure the exact weight of submitted objects. Tiny, deli- learned to look for.
cate hands grip everything from miniscule fibers to Contract Drone Exp1: CR —; Tiny Construct; HD
heavy sculptures with precisely calibrated pressure. 1/2d10; hp 2; Init +1 (Dex); Spd 50 ft.; AC 13, touch 13,
These hands—there are four—attach to the back of the flat-footed 11; Base Atk —; Grap —; Atk —; Full Atk
CHAPTER THREE: EQUIPMENT
unit through spindly arms with three joints apiece. The —; SQ Construct, low-light vision, ambidexterity; AL
unit’s “head” is a down-turned scanner array that resem- N; Fort +0, Ref +1, Will +2; Str 4, Dex 12, Con —, Int
bles a desk lamp. A rotating assortment of specialized 12, Wis 10, Cha 8.
lenses is attached to one end, an access port for dat- Class Skills: Bluff, Hide, Knowledge (history),
achips cuts into the other end. Knowledge (law), Listen, Research, Search, Sense
Appraisal Robot Exp2: CR —; Medium Construct; Motive, Spot, Use Device.
HD 2d10; hp 11; Init –1 (Dex); Spd 40 ft.; AC 9, touch Skills: Bluff +3, Knowledge (law) +7, Listen +4,
9, flat-footed 9; Base Atk: —; Grap —; Atk —; Full Atk Research +5, Sense Motive +4, Spot +4, Use Device +5.
—; SQ Construct, low-light vision, ambidexterity; AL Feats: Skill Focus (Knowledge (law)), Technical
N; Fort +0, Ref –1, Will +3; Str 12, Dex 12, Con —, Int Proficiency.
12, Wis 10, Cha 8. Upgrades: Hoverlift, internal datapad, personal com-
Class Skills: Appraise, Craft (electronics), Craft (cal- municator, printer, sensory recorder.
ligraphy), Craft (gemcutting), Craft (painting), Craft Possessions: None.
(sculpting), Repair, Research, Search, Use Device. Cost: 6,050 cr.
Skills: Appraise +9, Craft (electronics) +6, Craft
(gemcutting) +6, Craft (painting) +6, Repair +2,
Research +5, Search +6, Use Device +5. Mobile Vault
Feats: Skill Focus (Appraise), Technical Proficiency Precious cargo is most vulnerable during the loading
Upgrades: Enhanced Dexterity, integral toolkit and unloading phases of a journey. Accidents and thefts
(appraisal), language module (Common), manipulators. are more common when cargo passes through living
Possessions: None. hands than when it’s teleporting through space or in the
Cost: 9,200 cr. diligent grip of a robot. Mobile vaults are built to reduce
the risk of theft or damage to valuables.
A mobile vault consists of little more than a sturdy
ROBOT UPGRADES 39
Upgrade Cost XP Cost
39r39
Mass analyzer 400 cr 200
Printer 50 cr 25
Secret compartment 100 cr 50
Tow capacity 250 cr 125
Robot Upgrades
Monitor Robot The needs of the commercial transport business have
The need for cheap but serious robotic security has inspired the invention of a few new robot upgrades.
resulted in a variety of small security robots that fall Most of these are readily available to any commercial
within the category of so-called “monitors.” A monitor robotics company, and all are common enough in the
is a simple combination of sensors and a gun on a piv- industrial market.
oting head. Based on the much larger and more heavily Mass Analyzer: This built-in scanner suite requires
armed military guntower (Imperial Supply, page 75), the robot to be either portable or self-propelled so that
monitors offer the safety and confidence of robotic reli- the mass analyzer can correctly perform its scans.
ability with enough firepower to dissuade even serious Printer: Although recording technolgoies and holog-
raphy have made print media unfashionable, certain of magic and science are the most advanced devices
offices and professions still make use of printers. ever granted to the typically mundane shipping busi-
40 Secret Compartment: The storage space within a
robot can be hidden at the expense of credits and space.
ness. They’re difficult to create and largely misunder-
stood. An extradimensional module (XDM) uses a huge
A secret compartment affords half the storage space for volume of magical threads to define the boundaries of a
40l40
twice the price, but requires a Search check (DC 25) to self-contained demiplane within the pod. The effect is
locate. Even the robot may not know it’s there. similar to that of a bag of holding, but is much less effi-
Tow Capacity: Any robot capable of locomotion can cient. Only half of an XDM’s cargo space counts against
be equipped with a towing rig that allows the robot to a starship’s capacity. The primary limitation to the ben-
drag objects in addition to those it is carrying or other- efits of an XDM is the size of the pod’s door. Because
wise transporting. A robot’s towing capacity is based on the magical space inside an XDM can only be entered
its Strength score, as it is for creatures (see PHB), but is through a single hatch, they end up looking like
25% higher than the value listed, due to this specialized squished cargo modules; one face must be large enough
upgrade. to admit cargo drones and forklifts.
Hostile Environment Module: So-called hostile
Cargo Containers
Anti-Magic Module: Popular both for the transport-
environment modules (HEMs) may actually contain
perfectly habitable environments, but they are designed
to contain and withstand extreme internal atmospheric
conditions. An HEM is an airtight habitat commonly
ing of arcane contraband and for avoiding the attention used to transport alien flora, fauna, or produce.
of magically aided border guards, anti-magic modules Independent Module: An independent module has
have integral items that suppress magical power like an its own engine systems, sensor suites, and robotic oper-
antimagic field does. This protects crews and passengers ations systems, enabling it to be “fired” from a cargo
from potentially dangerous magic without impacting the ship towards a destination within 125,000 miles.
value of the cargo. Indepedent modules have orbital abilities like a satellite
Drop Module: A reinforced hull and aerodynamic module and reentry capabilities like a drop module.
design make this pod suitable for unaccompanied Passenger Module: Used mostly for emergency pur-
descent into a planet’s atmosphere. When loosed from a poses, a passenger module is little more than a cargo
cargo ship, the pilot makes a Pilot check to set the mod- pod with built-in bunks, hooks for hammocks, rudimen-
CHAPTER THREE: EQUIPMENT
ule’s trajectory to the planet. Drop modules must be tary toilets and showers. These accomodations are worth
shuttled back into orbit to be used again. about half of a standard passenger’s berth on a freighter,
Exceptional Gravity Module: Any gravitational or about 50 cr per day.
field between 0g and 4g can be managed by the magical Powered Module: Most external cargo modules are
and technological equipment aboard these modules. A fed power by the shuttling ship’s generators and
layer of magically treated mithral is included in the skin onboard systems, but not this pod. Powered modules are
of an EG module to keep out the overriding enchant- used when the client has agreed to cover energy costs
ment of a starcaster’s antigravity standard. for her cargo, when the shipment has some unusual
Extradimensional Module: These incredible hybrids power need, or when the customer doesn’t want the
41r41
sensors and thrusters that automatically put the pod into
an orbital position around a planet or moon when it is
detached from the cargo ship.
Special Shipment
Warded Module: When arcane, divine, or other
Endangered marine life needs freighter
supernaturally sensitive objects or creatures need to be
crew with animal handling experience to
moved, a warded module (or “spellbox”) is usually pur-
transport sealed tanks to Outlands planet for
chased for the job. Any cargo pod can be turned into a
re-habitation. Journey is 61 light years.
spellbox, but most spellboxes are specially designed
Animals will require feeding and monitor-
with evil prisoners or profane contraband in mind.
ing. Biological research habitat on the des-
Spellboxes extend the durations of abjuration spells into
tination planet will handle the unloading of
a period of days, rather than minutes or hours. The mod-
the cargo. Non-disclosure contracts must be
ule’s hull becomes the area of the spell. So long as an
signed, as animals are being moved to avoid
abjuration spell is in place, any of the following spells
poachers. Communications silence request-
may take advantage of the module’s longer duration or
ed. Please respond to this signal to apply.
larger area when cast before the module is sealed: con-
secrate, daylight, desecrate, hallow, silence, unhallow.
If a warded module’s hull is ever pierced, all magical
effects centering on it are immediately terminated.
Even open hatches or ventilation systems qualify.
Once the module’s perimeter is violated, the “magi-
cal circuit” collapses. For this reason, warded mod-
ules sometimes require environmental processors
and other self-sufficient devices to keep the mod-
ule from being opened or accessed at any time
during the journey.
VEHICLES
utility van, or are you lugging a fortune in state-of-the-
Introduction art electronics in your Nomad road cruiser?
This section presents new vehicles and vehicle-relat- NOMAD ROAD CRUISER
ed rules. While this chapter was designed primarily with
Built with the Long Road in mind, the Nomad is a
starships in mind, the rules here governing maintenance,
heavy-duty, expandable rig. A squat, durable cab houses
repairs, and customizeable cargo space can be applied to
the driver and up to six passengers in a relatively com-
planetary vehicles as well.
fortable pair of couch-like seats. A sophisticated array of
This chapter’s game mechanics, and game rules
sensor inputs runs the length of the truck’s body, allow-
derived from the d20 System Reference Document, are
ing the driver to maneuver with confidence. Military-
designated as Open Game Content.
grade, dash-mounted monitors offer access to the sensor
CHAPTER FOUR: VEHICLES
Interstellar Freighters trol. Sleeping compartments for three allow for all-hours
driving in shifts.
The Nomad offers better-than-average top speed and
A tremendous variety of vehicles are in motion
engine performance for its class. It’s range allows for
between the planets of the galaxy at any one moment.
multiple pick-ups and deliveries and several circuits on
This section presents a sampling of different styles and
the Long Road before refueling. It’s towing capacity is
designs for use in any Dragonstar campaign. Every one
considerable. What sets the Nomad apart from other
of these craft (and thousands of others not covered here)
freight-trucks, however, is its modular design. As many
can be found somewhere in the Smuggler’s Run.
as five trailers can be attached in series behind the
Nomad or mounted on its sturdy chassis. In the few
Ground Vehicles years since the nomad was first sold, it has been put into
service on countless Imperial worlds and has been
The Long Road’s circular course across the 10 throne
instrumental in the loading and unloading of starships
worlds is, for some, a slim chance at financial success
on frontier planets.
lined on both sides with concrete barriers, patrolled
Nomad Road Cruiser: Gargantuan Vehicle; hp 100;
fences, and laser-sighted security scanners. The stakes
Top Spd 16; Acc 3; Dec 4; Hand –4; Sensors +2; Stealth
are generally lower here, for the independent trader,
2; AC 15 (–4 size, –5 Dex, +8 natural, +6 armor); SQ
than they are blinking across the galaxy in a starship. On
vehicle, hardness 20; Fuel 400.
the one hand, that makes the lifestyle safer. On the other
Stations: Pilot 1, Passengers 6.
hand, that makes the likelihood of stumbling onto a
Cargo: 500,000 lb. max; 2,000 lb. hold
retirement-inspiring cargo almost nil. At least, on the
Cost: 538,000 cr.
Long Road, you can see all the other hopeful freight dri-
vers stuck in traffic right next to you, so you know
where you stand. Are you shuttling chickens in your
43
43r43
the old wisdom goes. A ship that can get pounded long
Starships enough to teleport away has at least gotten away.
The variety of different starships designed to meet the The real goal of a freighter captain, though, should be
needs of galactic shipping and trading is overwhelming. to avoid weapons fire altogether. Smugglers especially
For every basic model that has come out of a shipyard, will want to start saving up for improved stealth mea-
there are dozens—sometimes hundreds—of assorted sures for their ship. A ship that isn’t detected, isn’t
modifications, refits, customizations, and alterations to harassed.
be found at every shipping hub and refueling station. Whatever wisdom you choose to follow, the develop-
Some vessels are favored for their flexibility, others for ment process for an interstellar transport ship never
their durability. Some models are the subject of bard’s ends. Systems get upgraded, added on, destroyed,
songs and loving jokes, others are the source of ghost replaced, and so forth forever. Each of these ships was
stories and tales of woe. This freighter captain only trav- built using the vehicle design rules from the
els in those cavernous dwarf-made hulks that are mazes Dragonstar equipment book, Imperial Supply. Use
of internal cargo bays, but that cargo pilot swears she’ll those same rules to modify these ships for your cam-
never put a pound of freight into a built-in hold again. paigns. Once a ship has entered play, the crew will need
No simple system can identify the right ship for a to find a shipyard or major repair facility capable of per-
given outfit or run. No single starship offers the tools to forming the modifications. In the Smuggler’s Run, there
solve or avoid every problem. A few of the different are three such facilities, each with different capabilities.
ships commonly found in the Smuggler’s Run are pre-
sented here, but there are thousands of others out there. OX30-SERIES DOMESTIC FREIGHTER
Use these ships as the basis for new customizations and
operations area is made up of, from fore to aft, a short- tugged the ships outside of the local gravity well.
ceilinged cockpit, a cramped chart room (with an astron- During the trip, the crew brought aboard a spare star-
av interface), the starcaster cradle chamber, and the caster rig and prepared the ship for a teleport into deep
fusion engine room. A narrow corridor allows access to space, whether it was designed for it or not.
cargo containers only through human-sized hatches. Although it serves little use in an atmosphere, the
It’s unusual to find unused OX30s available for sale, OX30 is capable of surface deliveries and pick-ups.
though not unheard of. Supposedly, 100 brand-new
units are hanging in orbit over the planet where the KRELLIX HAULER
Oxfield Corporation originated, ready to be sold.
These compact vessels are favored by smugglers and
Regardless, the OX30 is renowned for its ready-to-find
avoided by legitimate cargo pilots. Ownership of a
parts. Parts for the OX30 are available at 50% of stan-
Krellix is seen as an admission of guilt in some juris-
dard costs, and every junkyard in the Empire is teeming
dictions, but only when the ship is seen at all.
with replacement bits. Any character looking for parts
Constructed in small numbers by the lizard folk of Lith,
CHAPTER FOUR: VEHICLES
45r45
pilot and sensor operator at the front, with two spare erful deceleration rating to move through patrolled grav-
positions available for weapon interfaces. The astronav ity wells as quickly as possible after a teleport; the pilot
system is housed in the cockpit, too, with the starcaster rushes to the edge of a planet’s atmosphere and then
in an odd glassed-in nest below. Passengers and cargo reduces speed during descent to the surface.
are kept in the rear, with engine rooms along the outer
hull. Although the Krellix only carries external cargo LONGSHIP-CLASS FREIGHTER
pods, full-size access doors lead off a corridor and air-
This is one of the most popular commercial freighters
lock in the back of the ship.
among free traders in the Outlands. Longships are ver-
Despite its shortcomings, this vessel has held a loyal
satile, reliable, and proven. In the few years since it was
47r47
Longship is an easy to place to call home. Small-time Iron Dragon Freighter: Colossal III Vehicle; hp 400;
outfits can purchase the standard model Longship at Top Spd 10; Acc 3; Dec 3; Hand –8; Sensors +2; Stealth
yards throughout the galaxy, and sell the external cargo 6; AC 3 (–32 size, –5 Dex, +20 natural, +10 armor); SQ
containers back right there on the spot (see Cargo Space, vehicle, hardness 50; Fuel 500,000/5*.
below) in many cases cutting 2 million credits off the Stations: Pilot 1, Crew 25, Passengers 5.
purchase price. It’s less comonly known that the Cargo: 2,300 tons (pods).
Longship has been specifically designed with excellent Cost: 5,569,850 cr., 7,860,700 cr. (with rover)
mounting points for weapons; the designers knew what
their customers want in a starship. It costs 5% less to Iron Hatchling Rover: Colossal Vehicle; hp 200;
mount weapons aboard a Longship if only Gargantuan Top Spd 20; Acc 3; Dec 1; Hand +0; Sensors +5; Stealth
or smaller weapons are used. 10; AC 3 (–8 size, –5 Dex, +6 natural); SQ vehicle,
hardness 30; Fuel 200,000/3.
IRON DRAGON-CLASS FREIGHTER Stations: Pilot 1, Sensor 1, Passengers 5.
Cargo: 5 tons (hold)
In the same family as the Longship, but from a differ-
Cost: 2,290,850 cr., 7,860,700 cr. (with body)
ent manufacturer, the Iron Dragon is an increasingly
49r49
to accept cargo containers and smaller ships for tele-
ports across the galaxy. Within this mouth is a vast Known Uses
empty space, above and behind which are the ship’s
habitable compartments. Airlocks, moutning brackets, Bluebacks carry starships without the means to tele-
and docking claws line the inside of the Blueback’s port themselves to other systems. Some Blueback crews
“belly,” allowing the crews of ferried starships to visit haul freight directly, as well, but that’s not why a com-
the recreational and refreshment facilities of the ship. pany shells out the money for this presitgious and novel
Inside, a Blueback is streamlined and handsome, built design. Of course it was only a matter of time until the
from blue-gray alloys and attractive modern fixtures. Imperial Legions were proven correct, and they have
Passenger compartments are spacious and comfortable, been. Reports of an unfinished Blueback transport cap-
though most look out into the vehicle’s interior space, turing ships in the Outlands are filtering in to the
which can sometimes be disorienting for novice travel- Empire. No one’s sure where the ship came from, if it
ers. Bluebacks are crewed by a combination of robot was manufactured, or if it’s of the same origin as the
servants and pleasant, corporate employees. Only the first, inspirational starships.
largest commercial fleets can afford even a single
Blueback, and it’s been reported that less than 10 of
these ships exist throughout the Dragon Empire. LANCER-CLASS ELITE TRANSPORT
The Imperial Legions do not approve of the Blueback When the Dragon Empire finally puts its full weight
design, but the Emperor has kept them from restricting into the Smuggler’s Run, it will be with Lancer-class
the movement of the vessels. Bluebacks rival some of elite transports. These severe vessels are the newest in
the greatest Imperial ships in several key characteristics, the Empire’s commercial (that is, non-military) fleets
such as size and handling. Bluebacks also feature a for- and sport many features that make them attractive to
ward-facing torpedo bay in their standard design, which travelers, colonists, and noble tourists.
is technically illegal. The manufacturers claim it is Designed with one eye on vessels like the Longship-
intended to carry low-yield explosives for the purpose class and the Iron Dragon, Lancers are built for speed
toms inspectors and surveillance operatives tasked with turret; Attack bonus: +5 (targeting computer); Damage:
monitoring spacer traffic in the Run. 6d10x2; Range: 10.
Lancers are all carbon-black metal, brushed steel, and
fine leather. Richly appointed officer and guest accomo- Known Uses
dations are intended to host traveling nobility and meet-
ings with the indigenous former leaders of newly con- Although already serving multiple roles as freighters,
quered holdings. Control surfaces come from the inspectors, dignitary ships, and scouts, Lancers are also
Empire’s military surplus warehouses and internal secu- believed to be carrying ISPD spies into the Run. In a
rity is tight. Powerful, efficient fusion engines break up few systems in Asamet, Lancers have been retrofitted
the stark lines of the ship’s outer hull. Two-headed laser for use as gunships. They perform reasonably well in
batteries mounted in dorsal and ventral turrets dissuade this capacity so long as hostile forces are not expecting
pirate attacks and bring down illegal salvage operations. them. Lancers have excellent stealth capabilities for ves-
In the rounded conning tower, sensitive sensor palettes sels of their size, but when outgunned they have little
watch for suspicious flight plans or skulking starships. resources to rely on other than their speed. That’s the
Lancer Transport: Colossal II Vehicle; hp 300; Top real danger of a Lancer in the hands of a clever captain:
Spd 20; Acc 4; Dec 4; Hand –4; Sensors +8; Stealth 18; Lancers are hard to spot and hard to outrun.
AC 16 (–16 size, –5 Dex, +12 natural, +15 armor); SQ
vehicle, hardness 40; Fuel 500,000/4.
Stations: Pilot 1, Crew 70, Passengers 130. ANVIL-CLASS FACTORY SHIP
Cargo: 1,050 tons; 50 ton hold. This is the sprawling, ugly factory ship the average
Cost: 5,074,850 cr. citizen pictures when huge dwarven spaceships are
Weapon: 2 twin laser cannons (batteries); Fire arc: mentioned. The Anvil-class is hardly a starship in
appearance. From the outside, it appears as a knot of
machinery in space. Exhaust gases and fluids pour into
space seemingly at random. Engines jut out from
between lengths of iron pipe. Everything tapers subtlely
towards the top of the ship; to the detail-oriented dwar-
Starship Operations 51
Basic starship operations require routine maintenance
ven eye, this gives the Anvil a mountain-like appear- and monitoring to prevent ship systems from breaking
51r51
ance. down. The enormous ships that teleport cargo across the
Inside, dwarven factory ships don’t feel much like galaxy are at once extremely complex, highly general-
starships. Portholes are scarce as most of the habitat is ized, and extraordinarily durable. Starships are built
deep inside the vessel. Hard space is used to cool some with redundant systems to prevent catastrophic failures
of the enormous equipment these ships lug around. and use standardized parts whenever possible. A sur-
Some factory ships are dedicated to a single, complicat- prising number of common starship components use
ed product, while others manufacture assortments of interchangeable parts. This keeps crews from having to
items. Dwarven workers and their families live for years keep large quantities of specialized, single-purpose parts
on these ships, sometimes going months in deep space on board.
without a teleport or any contact with the outside world. Guidelines for starship maintenance and repair follow
Anvil-class ships are notoriously difficult to get in this next section. These rules deal with repairs
around in, except for dwarves. It seems like everything abstractly to keep the focus of the game on the choices
is too hot to touch, covered in grease, or ready to grind of the characters in charge of the ship. These rules
up a finger. Corridors abruptly end or change dimen- explain how to deal with ship-wide maintenance issues
sions to accomodate new or expanded equipment. and generalized repairs to a starship. DMs should over-
Everything is functional, everything works. ride these rules for those situations that call for more
Factory ships are incredibly self-sufficient, storing precise details or repairs to specific starship compo-
years’ worth of food and fuel. Emissions can be careful- nents. In those cases, refer to the Repair rules in the
ly regulated to provide a good degree of stealth. In the Starfarer’s Handbook (pages 82 and 161–162).
event of attack (it’s very rare), Anvils have little to rely The game mechanics and rules in this section are des-
on except their endurance. All tonnage is internal, ignated as Open Game Content. The descriptive text
though the volume is actually quite low. When the holds surrounding those rules is closed content.
fill up, it’s time for the ship to stop off and begin selling
its products. Factory ships need multiple starcasters and
astronavs installed in order to get around; one round-trip Maintenance
53r53
new replacement parts on hand. At 75% cost, related but
similar parts can be substituted for the correct parts, but A ship cannot carry more tons of cargo than its frame
this adds 5 to the Repair DC. For 50% fewer credits, was originally designed to accomodate unless the ship
used parts can fill in for new parts, but this adds 10 to undergoes a major overhaul at a shipyard. Maximum
the DC. For just 25% of the cost, the mechanic can cargo allowance must be purchased when a vehicle is
attempt to repair the damage with no replacement parts first designed, at a rate of 1 credit per pound of cargo
whatsoever, though this adds 15 to the Repair DC. capacity. (There are 2,000 pounds in a ton.) Individual
cargo containers and cargo hold refits aren’t purchased
PARTS ON HAND when you’re designing the ship, that usually happens
The cost of critical repairs has been generalized to during play or between adventures. Once the ship’s
make bookkeeping easy for players and their characters. maximum cargo capacity has been determined, that
Rather than be forced to limp back to a repair facility with capacity must be divided between interior cargo holds
failed systems and severe damage, a starship can carry and exterior cargo bays. This division of space is more-
replacement parts on board. These are recorded as a cred- or-less final (see Cargo Hold Refits, below).
it value that can be spent on repairs, according to DM
approval, that the ship’s engineer performs while the ship
is in flight. Some repairs cannot be made while a ship is
Cargo Holds
in motion or without a spacewalk. This value can be A cargo hold is the space within a starship specifical-
dipped into to cover maintenance costs, as well, and is ly meant for hauling cargo. Dedicated cargo ships are
generally a large portion of a ship’s operating budget. often designed with multiple holds capable of lugging
different types of goods, materials, and passengers
across the deep empty.
IN PRACTICE
For example: Bern is the engineer of a Longship
freighter worth 4,000,000 credits that’s just passed the Cargo Hold Refits
times even power systems. Pods can be linked to one Cargo pods attach to a cargo ship’s mounting brackets
another to form large storage networks like a series of using male-female magnetic constrictors that automati-
warehouse spaces. Sometimes these pods are the prop- cally detect mated units within a certain proximity. To
erty of the customer, like the cargo inside. Sometimes, a successfully pick up a cargo pod, the freighter must
starship captain owns his own assortment of containers enter the square the pod is in and come to a stop. A Pilot
stored at ports across the galaxy. check (DC 10) is required to line up the ship with the
Although a starship may be capable of hauling an pod. This check is affected by speed and handling mod-
enormous mass of cargo, it does not always have occas- ifiers. Magnetic constrictors hold the pod’s male con-
sion to. The largest benefit of the modular cargo con- nectors in a magnetic field that allow the pod to be
tainers used in space freight is the ability to sell off por- turned until airlocks and hatches match up. The connec-
tions of a ship’s cargo capacity for money. A ship that tions then seal and the pod cannot be repositioned unless
teleports with only half a hold’s worth of cargo is losing it is disconnected and reacquired.
money; selling off some of that empty space helps dif- Dropping a pod off the ship is much easier, requiring
fuse the loss. a free Pilot check (DC 10). If this check is successful,
the pod just drifts free of the vessel. If this check fails,
the pod and the ship bump each other, causing the pilot
Buying & Selling Cargo Pods to suffer a –5 to any other Pilot checks made that round.
Once the total amount of space dedicated to cargo
pods has been determined, that space may be broken
down over virtually any number of cargo containers in
For Sale
any combination over the life of the ship. Cargo con-
Large supply of used cargo pods for sale.
tainers may be bought or sold for particular shipping
Prices very reasonable, 50% of standard or
runs. New containers are purchased at the price listed in
best offer. Collection includes three 300-ton
Chapter Three and resold for 75% of the purchase price,
standard, linking pods with vehicle ramps.
minus damages. Used containers are bought for 75% of
CHAPTER FOUR: VEHICLES
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THE SMUGGLER’S RUN
Introduction Overview
The Smuggler’s Run is a reach of space containing There are five star systems in the Run, each one
five star systems in a precarious balance of circum- unique and supporting a different level of habitation.
stances. The Empire has an interest in moving into the Persilom is the portal to the region. It’s the closest to
region and claiming its wealth, but not such an interest civilized space and very much like an ordinary, modern
that the manpower has yet been diverted. The ancient world in the Empire. The trains run on time, the work-
and vast Gevise mercantile fleet moved into the area to ers have jobs, and the people are safe. The planet has a
capitalize on new business opportunities, but has found lot of people with money to spend.
lush planet alone it its star system and it’s teeming with obvious ship of free traders, scoundrels, and smugglers.
natural resources to plunder. It also houses some arcane The PCs could also start out as low-level hands in the
secrets that would bring agents of the Emperor to the Gevise merchant family’s local ventures or as passen-
region in an instant if word of them got out. gers bound for Cediva when disaster strikes. What if the
players are the first representatives from Qesemet, sent
How to Use the Run to lay a foundation of tolerance and cooperation before
Mezzenbone’s conquerors arrive?
Persilom
DMs can import the Smuggler’s Run into your their
campaign in whole or in part. You can begin a new cam-
paign with the Run as your starting point, or you can
play out a whole campaign that decides the fate of the This is the civilized pinnacle of the Run. Locals here
region. Use as much or as little of the region as you like, don’t consider themselves part of some backwater
then store, discard, or remodel the rest. freighter circuit but rather citizens of the Dragon
The individual planets in the Run have connections Empire. The planet was founded in the first year of
that can easily be stretched out over many more light Mezzenbone’s reign and has artificially grown since
years or severed completely. You could decide to place then into a black, glass array of spindly skyrises. The
Persilom in the heart of Qesemet and steal Cediva for primary industry on Persilom is programming and data
use in an adventure you have planned to take place in anaylsis—everything else supports the information cor-
black dragon territory. porations based there. Young programmers and engi-
As a whole, the Smuggler’s Run is presented as a neers were persuaded by the promise of lucrative jobs
reach of space with one foot in the Dragon Empire and and a comfortable home. They got it.
one foot in the Outlands, but the distance between sys- The planet was a virtually featureless orb of soil when
CHAPTER FIVE: THE SMUGGLER’S RUN
tems should be scaled to the power level of your game. the Royal Exploratory Service found it. The Persilom
The planets should be closer together for a low-level metropolis was built out of prefabricated parts in less
game to keep the Use Device DCs for teleports low. than a decade. Since then the planet has expanded
Remember that you can influence how quickly the quickly due to its very low cost of living. There’s little
region is explored by how far apart the planets are. to do on Persilom, but it’s cheap.
High-level characters can hop confidently over light House Gevise does quite well catering to the youg
years that would block an inexperiened navigator. rich here. Luxury items such as fine foods, soaps, and
You’ll find the imminent expansion of the Dragon apparel from the center of civilization are brought in 10
Empire into the rest of the region more ominous and or 20 tons at a time for the trendy locals. The real big
exciting if you place the Run on the edge of Asamet business, though, is the artificial fad House Gevise
space somewhere, but if the PCs in your campaign are orchestrated. Persilomnites are currently obsessed with
mostly chaotic (or even evil), then the forthcoming furniture, art, and crafts from nearby Cediva. Gevise
arrival of representatives from Qesemet can be just as merchants organize vacation packages to the planet and
interesting. run elaborate spas there. Persilom imports much of its
An easy way to bring the Run into an existing cam- food from Cediva, too.
paign is to place one terminal of Outlands Station Routine shipments of foodstuffs and less essential
(Guide to the Galaxy, page 64) in the Persilom system. goods come in from the Empire on private and giant
Players might come to this corner of the universe commercial freighters. Persilom produces almost none
through the station’s portals and end up crewing their of the essential goods necessary to keep a city of its size
own ship by some twist of fate. Easier still, they might functioning.
just visit the region for an adventure or two, all the while The strange thing about Persilom is the nature of its
getting flown around by a chartered ship with some Imperial presence. The Empire maintains simple offices
strange cargo on board. on the planet and patrols the system for smugglers and
Players can tie their characters into the region by hav- pirates, but for a world that was meant to be the first step
ing them hail from Persilom or Monscrome or linking in a bold expansion of the Empire, nothing much has
them to the slum stations around Almer. The first waves happened there for 30 years. Theories abound, but the
Persilom Monscrome 57
Planet Name: Persilom I Planet Name: Ipsis Minor
57r57
Planet Type: Terrestrial Planet Type: Terrestrial
Size: Medium Size: Small
Gravity: Standard Gravity: Standard
Atmospheric Density: Thin Atmospheric Density: Standard
Atmospheric Composition: Breathable Atmospheric Composition: Breathable
Geology: Flat Geology: Very rugged
Hydrosphere: Wet Hydrosphere: Very Dry
Biosphere: Scarce Biosphere: Scarce
Population: Moderate Population: Low
Technology: Imperial Technology: Imperial
Magic: Moderate Magic: Low
PORT PORT
AL: LN AL: N
Skill level: +10 Skill level: +8
Integrity: 20 Integrity: 15
Security: CR 3 Security: CR 3
Taxes: 8% Taxes: 5%
MARKET MARKET
Export: Information, electronics Export: Double commercial
Import: Foodstuffs, luxury items, supplies (starship parts)
59r59
there. Planet Type: Gas Giant
In person, Persilom is all shiny buildings, glassed-in Size: Very large
courtyards, and stylish House Gevise public emporiums. Gravity: Extreme
There’s money to be made there for the private trader, if Atmospheric Density: Very dense
she’s willing to put up with long lines, strict behavior, Atmospheric Composition: Hostile
overanxious security forces, and a lot of careful scrutiny Geology: Flat
via tiny sensors and cameras. Persilom is a city built on Hydrosphere: Very dry
data and is thoroughly wired. Someone is always watch- Biosphere: Very scarce
ing and, if you believe the stories they tell on Almer Population: Very low
Station, that someone lives on Draconis. Technology: Imperial
Magic: Low
Monscrome PORT
AL: CN
Monscrome is a classic freighter captain’s kind of
town. The whole of the planet, like Persilom, exists to Skill level: +10
support a single settlement. Unlike Persilom, that settle- Integrity: 10
ment sprawls and winds through 5,000 miles of aimless Security: CR 6
canyons, steep ravines, and sheer cliffs. Taxes: 3%
Monscrome was founded years before Persilom as a
backwater salvage yard and stopping point for travelers MARKET
on the long teleport back to civilization. For a century Export: Military supplies (illegal),
corporations have been dropping damaged, ruined, or commercial supplies,
unpopular starship parts into the canyons of
Almer Station
Almer Station was meant as a good place to lay low,
but the place can hardly calm down long enough to
serve as a good rest stop. Almer Station is a hyperactive
den of punks, trash, bullies, smugglers, ruffians, and
illegal modification bays for starships and spellware.
Ship captains in search of starship weapons, hired mus-
cle, and brutal bar-fights go to Almer Station.
Almer is hidden in the ring system of the gas giant in
the Tarnahan system. The station is technically a hand-
ful of small stations scattered throughout the ice and
debris of the rings. Some stations house repair bays,
some house bars and tattoo parlors, one houses the sta-
tion’s famous casino. The true number of stations that
make up Almer isn’t common knowledge. The whole
place is awash in secrets, speculation, and whispered
rumors. Almer’s position within the ring system is even
CHAPTER FIVE: THE SMUGGLER’S RUN
Janni Armah
The youthful human freighter captain Janni Armah is
one of the pleasant faces of Almer Station, which
Janni Armah: Female human Pil6/Rog6;
CR 12; Mediu humanoid; HD 12d6; hp 45; Cediva 61
Init +3 (Dex); Spd 30 ft.; AC 13, touch 13, Planet Name: Coro III
61r61
flat-footed 10; Base Atk +8; Grap +7;Atk Planet Type: Terrestrial
+11 ranged (2d10, laser pistol); Full Atk Size: Medium
+11/+6 ranged (2d10, laser pistol); AL N; Gravity: Standard
SV Fort +4, Ref +13, Will +8; Str 9, Dex Atmospheric Density: Standard
17, Con 10, Int 12, Wis 15, Cha 16. Atmospheric Composition: Breathable
Geology: Standard
Skills and Feats: Appraise +8, Bluff +16, Hydrosphere: Wet
Diplomacy +11, Freefall +11, Gather Biosphere: Abundant
Information +11, Intimidate +10, Listen +5, Population: Moderate
Navigate +9, Pilot +16, Profession (trader) Technology: Pre-industrial
+10, Repair +8, Sense Motive +9, Sleight of Magic: High
Hand +10, Spot +11, Use Device +7;
Alertness, Born Spacer, Ettiquette, Innocent
Demeanor, Iron Will, Quick Draw, Space PORT
Jockey, Starship Piloting, Technical AL: N
Proficiency. Skill level: +5
Integrity: 18
Possessions: Laser pistol, datapad, per- Security: CR 3
sonal communicator, modified Longship- Taxes: 8%
class freighter (Silverquick).
MARKET
Export: Crafts, double unique
(Cedivan furniture)
Cediva
The tranquil, baroque world of
Cediva is a child by Imperial stan-
dards. Its simple people live idyllic
lives in rural villages and handsome vil-
las. Art is at the center of Cedivan society. The
arts and crafts of Cediva are fashionable commodi-
ties in many posh noble circles of the Dragon Empire.
CHAPTER FIVE: THE SMUGGLER’S RUN
The people of Cediva, however, have no idea that other Calisan: Male half-elf Ari5/Rog5; CR 9;
planets even exist. Medium humanoid; HD 5d4 + 5d6; hp 26;
House Gevise made first contact with Cediva intending Init +2 (Dex); Spd 30 ft.; AC 12, touch 12,
to spearhead the process of mass producing Cedivan art. flat-footed 10; Base Atk +6; Grap +5;
The Gevises planned to do on Cediva what they had done Atk/Full Atk +8 ranged (3d8, blaster pistol);
on countless other pre-industrialized worlds: make SQ +2 saves vs. enchantment, detect secret
money. But the viceroy of Cediva, Calisan, a third-tier doors, immune to magic sleep effects, low-
politician in a civiliztion with little politicking, had anoth- light vision; AL CN; SV Fort +2, Ref +7,
er idea. He would orchestrate the exportation of Cedivan Will +7; Str 8, Dex 14, Con 10, Int 16, Wis
art and antiquities as precious, unique works of art. In 14, Cha 15.
exchange, the Gevises would keep the existence of the
modern world a secret...and make him a very rich man. Skills and Feats: Appraise +10, Bluff
Orbital spas were put into place around Cediva by +18, Diplomacy +8, Gather Information
Gevise engineers, and quaint little cabins with secret, +14, Intimidate +9, Knowledge (law) +8,
modern ammenities have been installed on the planet’s Listen +4, Move Silently +9, Search +10,
surface. Wealthy tourists from Persilom pay Gevise Sense Motive +14, Sleight of Hand +9,
transports to take them to Cediva, where they recline in Spot +4; Negotiator, Persuasive, Skill
the comfortable, rolling hillsides of the world, drink Focus (Bluff), Superior Attitude.
local wine, and relax. In the valleys below, unknowing
Cedivan farmers grow food that gets carried away on Possessions: Blaster pistol, datapad, per-
magical spacecraft to feed Persilom. sonal communicator.
The Gevises know the deal with Calisan can’t last. When
the ships arrive from Asamet, Cediva will be forcibly mod-
ernized and then stripped of its wealth. In the meantime, the ple and serene on Cediva. They’ve only begun to suspect
merchant family is doing everything it can to keep life sim- that Calisan may be a more immediate threat than Asamet.
Calisan
Calisan adores electronics. He secretly possesses sev-
eral modern devices and carries them everywhere with Chadra 63
him. He delights in the secret he holds over the primi- Planet Name: Chadra
63r63
tive rulers of Cediva. Unfortunately, Calisan has not Planet Type: Terrestrial
kept his secret from the rest of the Run. Size: Medium
In the last few months, Calisan has been quietly Gravity: Standard
accessing Gevisan transmitters and contacting local Atmospheric Density: Dense
starship captains. He’s told his story over and again so Atmospheric Composition: Breathable
that now the true story of Cediva is known to every mer- Geology: Rugged
chant captain within 10 light years, either first- or sec- Hydrosphere: Wet
ond-hand. Some of them have agreed to work with Biosphere: Abundant
Calisan because they like the idea of sneaking around Population: Very low
under the nose of House Gevise. Other captains just like Technology: Primitive
the money Calisan’s magical trinkets can fetch on the Magic: High
markets of Imperial worlds.
Calisan is planning on going over House Gevise and
straight to the Empire. He wants to rule Cediva, and he’s MARKET
figured out that the way to do that is to start dealing with Export: Foodstuffs,
Asamet directly. Calisan has ship captains collecting magical supplies (see text)
goods for him. Mercenaries from the modern worlds are
en route to Cediva to serve as Calisan’s personal sol-
diers. Kidnapped Cedivan citizens have been smuggled
offworld to serve as cheap labor and to demonstrate
Calisan’s genuine intentions.
back the loot they find. House Gevise sends regular
Now all Calisan needs is a ship to take him to the
ships to the planet to collect exotic food and game.
Dragon Empire.
Otherwise, Chadra is a market waiting to be opened.
Chadra artifacts now will be worth millions when the rest of the
collection is destroyed. As it is, though, too many peo-
ple may know about Chadra. It’s only a matter of time
The great untapped resource of the Smuggler’s Run is before word gets back to the Dragon Court. When that
Chadra, a large green planet bursting with life. Jungles happens, Chadra will be hit by a wave of looters and
stretch across the whole of the planet, with only a few grave-robbers only too happy to strip mine the planet
breaks for wide wetlands and grassy fields. The planet’s before the dragons do.
southern hemisphere is covered in immense waterways, Until that happens, though, Chadra is full of objects
hidden beneath a dense layer of jungle canopy. both natural and hand made that could be the start of a
Underneath it all are serpentine ruins, huge statues, and new trend on Persilom or sweep across the Empire’s
subterranean fields of jutting yellow dragon bones. rich elite. New plants, exotic animals, and priceless trea-
Whatever once dwelt on Chadra has left a lot of dead sures by the hundred are waiting to be taken out and
dragons in its wake. introducd to the world.
Adventurers, poachers, and gatherers visit Chadra on
small chartered spacecraft to explore the ruins and haul
Welcome to the Smuggler’s Run
At the edge of civilized space or in the shadow of the
Dragon Empire itself, the citizens of the galaxy need food-
stuffs, technology, clothing, and contraband. This is the
role of the interstellar free trader, delivering important,
secret, or illegal cargo to the richest spires of the
Empire and the deepest pits of the Outlands.
ISBN 1-58994-132-2
#"'# FANTASY
FLIGHT
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DS06 $14.95 www.fantasyflightgames.com
Requires the use of the Dungeons & Dragons® Player's Handbook, published by Wizards
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