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Alien Abduction

January 19th, 2010

Justin Holloway

Masters and Minions Archive

                Welcome again to Masters and Minions, where I strive to give you interesting NPCs and encounters that can be placed easily into your game. In this week’s encounter the PCs are abducted by a grey research team.  You can learn more about greys in this week’s From the Workshop.
While camping out in the wilds the PCs see a bright light in the night sky, and the next thing they know, they are caught in a blinding light –and then everything goes black.

                When the PCs wake up they find themselves being experimented on by strange grey-skinned humanoids. These experiments don’t leave any lasting physical damage but are still very traumatic and they must succeed on a Will save DC 20 or else take 1d6 Wisdom damage. After the experiments are done, the PCs wake up in their holding cell with only the clothes on their back and none of their other gear.

                The PCs must now figure out how to escape their cell, recover their gear, and escape the ship.
In the holding cell area there are six cells and four science officers. Two of the cells are currently empty, while the others contain various other creatures.

1x Juvenile Green Dragon
1x Chuul
4x level 1 human commoners

                The ship’s hallways are 10 ft. wide.

                                                             

               If a science officer sees the PCs outside of their cell, he will first sound the alarm before trying to subdue them with his stun baton. A security drone will arrive at the origin of the alarm in 2d4+2 rounds. The ship has a maximum of 5 drones and 20 science officers.

                                                             

                                                             

 SPECIAL ABILITIES

Technologically Advanced
Greys can manufacture energy weapons through mundane means and do not require the Craft Magic Arms and Armor feat.

Telepathic (Su)
 Greys speak telepathically by transmitting their thoughts to all creatures in within 100 ft. on the grey. A grey can also whisper by spending their thoughts to one creatures instead of transmitting to all creatures.

Stun Baton
The stun baton has 40 charges which are expended with each attack. These charges are recovered daily at dawn.

 SPECIAL ABILITIES

Drone Cannon
The drone cannon fires a ball of energy that explodes on impact, dealing 2d6 splash damage to everything within 5 feet of the point of impact (Reflex 14 half). These cannons can be salvaged (50% of the time) from destroyed security drones. Firing a drone cannon requires a full round action.

A salvaged drone cannon has 40 charges which are expended with each attack. These charges are recovered daily at dawn.

Force Field (Su)
The security drone gains a +4 deflection bonus to its AC and spell resistance.

Hover (Su)
The security drone always floats 6 inches above the ground and never takes damage from falling.