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.