Below, I’m sharing the Adventure Synopsis from my next adventure. The first installment of a Space Opera adventure, made for Stars Without Number.*
It needs art, editing, and some layout refinement but it is absolutely ready for playtesting!
Plus, I’m uploading it for free here. I want to get some feedback and see how people feel about my content. So, here’s the Adventure Synopsis and the play testable file!
If you happen to give it a try, send me a note at worldsbywally@gmail.com
Act 0 Investigating Corbinae. The adventure starts with the group approaching Debra Walford, wife of the missing Dr. Ohno. Debra provides leads the party can investigate on Corbin and warns of a series of literal dead-ends. Careful investigators can learn valuable information on Corbin but face the risk of detection by a powerful unknown adversary. The act concludes when the PCs board the shuttle to Galavar VII, paid for by Dr. Walford.
Act 1 Escaping Galavar. Act I begins with the PCs taking a small inter-system shuttle to Canaan station which orbits Galavar VII. While in transit, the PCs will encounter Ort Manray, a hacker hired by CoreTech. Conversing with him makes it clear he’s taken on a shady opportunity.
Once the shuttle lands on Canaan station, the PCs can either head directly to the shuttle bay in Dr Wallford’s message or spend time investigating the station. Investigation can yield important information about the hangar bay and/or people who have passed through Canaan station. Lingering on the station too long will garner the attention of local authorities.
Shortly after taking off from the space station, the PCs will be accused of stealing the ship and pursued by local authorities. Once pursued in space, they will find the ship’s computer has a single, fresh yet unfamiliar, rutter available. The rutter presents an immediate, but unknown, chance for escape. If the PCs choose not to use the rutter, local authorities will send out a more dangerous second wave of pursuers. Act I concludes when the PCs conduct the Spike drill.
Act II Discovering Hrefna. Act II begins as the PCs drop out of the Spike drill in an uncharted system called Hrefna. The ship’s map has some data on this location, marking the singular planet in the system as hostile and adding a small friendly blip on the edge of the system. While the PCs could go towards either landmark, you should encourage them to head towards the green blip.
The blip is a LifeTech research station, registered to CoreTech. While abandoned and malfunctioning, it has some automated weapon systems live. If you’re playing this as a one-shot Dr. Ohno has cryogenically frozen himself in the ship’s morgue. If you plan on continuing the adventure, Dr. Ohno would be found in a more secure Lifetech facility and one of his compatriots is cryogenically frozen instead.
Before finding Dr. Ohno, the PCs will face a aggressive malfunctioning droids, a torched psychic Dr. Ohno created to sabotage the research station, and gain information on what happened on the station.
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