P-Dubs Orbital Facility Adventure

By P-Dub663, in Game Masters

One more adventure for you guys to look over. This is for an orbital station that is a ripe target for raiding. This is one of my very first adventures so it's a bit shaky. Constructive criticism is welcome. Also available on my Google drive here.

Feel free to use this in your own gaming groups!

INFILTRATING THE SUPPLY YARD

Gaining entrance into the supply yard can be achieved through several methods

  1. Frontal Assault- 16 Imperial Troopers plus one AT-ST walker

  2. Weekly Supply Deliveries-

    1. Sneak onto the supply speeder Stealth 3 purple

    2. Compromise the supply speeder prior to delivery Deception 2 purple, 1 red

  3. Drainage System allows water to run off at the back of the base. The storm drain is unguarded and easily infiltrated. Stealth 2 purple

  4. The security fence is monitored, cutting through would guarantee detection.

Once inside the team will have to move about undetected. There are security cameras spread across the entire complex. Avoiding the cameras is simply a case of timing. Stealth 2 purple

Buildings- All doors are locked and will need to have the security locks bypassed. Skullduggery 2 purple

Wookie Slave Holding- There are four wookies held in the structure. Each one has a collar around his neck which allows the Imperials to control them. The characters will need to obtain a control device from the administrative center or remove the collars themselves. Mechanics 4 purple

Droid Storage Building- The storage building holds a large array of various labor droids. Any droid can be reprogrammed with a datapad and proper interface. Computers 3 purple

Material Storage- Inside the storage building characters will find basic raw materials and tools used in starship construction. There are a large variety of welders, rivet guns plus the necessary equipment for constructing vessels in zero gravity including Vacuum Suits . Sitting in the corner are two broken micro-fusion power generators.

Landing Pad- The landing pad is a large permacrete surface where two converted troop transport vessels are utilized to ferry materials and personnel to the shipyard. The characters will need to take one of these ships to get up to the shipyard. Piloting 2 purple

Administrative Center- Inside the administrative center the Players can obtain a control device to remove the collars from the wookies. Gaining entrance to the building can be achieved through the front door or through an open window. Anyone going in will need to make another Stealth 2 purple check. If successful the characters may overhear plans between an Imperial assassin and the Imperial Moff to eliminate Zima the Hutt once and for all. The Characters will also need to obtain the security code to gain access to the orbiting shipyard. Computers 2 purple

THE SHIPYARD

Leaving the planet of Teth behind the characters make the hour long flight up to the orbital shipyard. The facility is little more than a series of pylons and platforms hosting several TIE fighters that are being repaired. The only structure on the shipyard platform is an administration office where work assignments are handed out. As the characters near the shipyard they will be challenged for a security code to gain access. If they do not have the code, the players can attempt to talk their way past the Imperials on the shipyard. Deception 2 red

While snooping through the shipyard the party may discover the arsenaL PERCEPTION 3 PURPLE . Inside are several crates of proton torpedoes and concussion missiles. A BRAWN check of 2 purple will be needed to carry a crate of three projectiles.

Getting off the shipyard and away from Teth will require a hyperspace capable vessel. The structure is too large for an organized search. The best bet would be to slice into the administration computers and find a suitable ship. Computers 2 purple . Any advantage rolled will also bring up the shipyard's timetable which tells the characters the Victory class Star Destroyer " Indomitable" is due to pick up her TIE fighters within the hour.

Contacting the Rebels back at the base will allow one of the freighters to come and rescue the party. However, in order for the ship to get to the orbital platform without being destroyed, the team will need to sabotage the defenses. If the team chooses to slice the computer terminal ( 3 red) they can temporarily disable the turbo lasers.

When the freighter enters the local system, alarms will go off alerting the garrison that spies are on board. The party will have to fight their way through two squads of twelve troopers to get to the freighter and make their escape.

A good start!! What level of PC is this intended for is the only thing I notice missing.

I've used this with one group that only had three sessions under their belts (30xp) and I'll be using it again for a group at 100xp. I find the key to good adventures and making them repeatable is to use the setback / bonus mechanic to modify the difficulty. While my 30xp group got zero black dice, the group I'll be running this for will have a minimum of 2 black dice added to their dice pools.

I see. I need to start doing that, I'm a decidedly mediocre GM and I'm also working on introducing people to the system in general. I've got my own big cool story..just gotta get people used to playing first.

Just now, ASCI Blue said:

I see. I need to start doing that, I'm a decidedly mediocre GM and I'm also working on introducing people to the system in general. I've got my own big cool story..just gotta get people used to playing first.

I had a lot of luck getting my friends hooked on the system by using the beginner games. I bought all four of them which was a great start to my collection. Each one has a ton of NPC markers, phenomenal maps, plus you won't have to buy extra dice and you'll have enough for everyone. Just run each beginner game as a one-off and let your friends pick from the pre-made characters. This will give them a nice feel for how the game works and what kind of character they might like to play in the future.

Same here. I'm tempted to grab another because maps and the mini rule books and of course the dice. I grabbed F&D but I enjoy playing higher level games (current is about 500 XP) just cause I can throw scary stuff at my players and not feel guilty.

I have to say, I like these. I'm reminded of the One-Sheet adventures they often publish for the Savage Worlds RPGs. They just provide a framework to be dropped in to your campaign, and make a decent one-session adventure.