At a glance
| Levels | Lv 3 → Lv 4 (no XP — flat advancement at the end) |
| Party | 4 default · 2–6 supported |
| Sessions | ~5 sessions (3–4 hours each) |
| Branches | Heavy — one central moral pivot at the midpoint, three resolution branches |
| Ship combat | Yes — two distinct ship-combat encounters (mid-game intercept, finale blockade run) |
| Era | Galactic Civil War (Imperial era). The Inquisitorius hunting Force-sensitive children is core to the plot — this is the era the adventure is built for. |
| Themes | Bounty hunt · Moral choice · Factional intrigue · Starship combat |
The pitch
A Bothan broker named Lyn Ka'Tal at a neutral spaceport has put out a contract: locate Dr. Mira Vance, a defected Imperial xenobiology researcher last seen two weeks ago heading for the Outer Rim. Vance stole something the Empire wants back — Lyn says it's "Imperial property" and doesn't elaborate. The pay is 3,000 credits, half on signing.
What Lyn doesn't say (and what your party will figure out across three systems) is that the "property" Vance is hiding isn't a thing. It's a child. Force-sensitive, mute, about seven years old, taken from a frontier world by the Inquisitorius and trained-for-purposes-Vance-still-can't-bring-herself-to-say-out-loud.
By the time you've tracked them down, an Inquisitor has caught up too. The contract still pays. Your call.
Why this adventure exists
The Lv 1 starter (Signal from Tellan-7) is a foot-on-the-ground mystery on a single moon. The Foundling Contract is its higher-stakes follow-up: a Lv 3 party that's just unlocked subclass branches and has a starship of their own, taking work that crosses three systems and brings them up against the Inquisitorius.
If your party has finished Signal from Tellan and the Starship Builder is now part of their toolkit, this is the adventure designed to put both to work.
What's in the PDF
The downloadable PDF (~22–28 pages) contains the complete adventure:
- Full synopsis + the real story — what's actually happening behind the contract, what Vance knows, what Lyn knows, what the Inquisitor wants.
- Acts I through V — scene-by-scene play with read-aloud boxed text, GM notes, decision points, and pacing checkpoints.
- The pivot scene — the mid-adventure conversation where the party finds out what they've been hunting, structured to let the players decide without GM pressure.
- The Yorra scaling table — a single Inquisitor encounter with per-party-size HP / AC / escort adjustments, so the climax is appropriately threatening for 2–6 PCs.
- Tira's Force Surge — a once-per-adventure dramatic-save mechanic for the GM, gated behind genuine TPK-imminent conditions, that pays off the protect-the-child arc when the dice go wrong.
- Two ship-combat encounters — full setups (enemy stat blocks, range bands, crew-role guidance) for the Act 2 intercept and the Act 4 blockade run.
- Three resolution branches — protect, walk away, or deliver — each with its own final encounter, payoff, and sequel hook.
- Leveling guide — the Lv 3 → Lv 4 advancement at the end of the adventure, no XP math.
What you need at the table
- Lv 3 character sheets (loaded in the Character Builder or printed from PDF)
- A starship — yours, the Starship Builder's, or any chassis from the catalog. The adventure assumes your party has one.
- Polyhedral dice (or a dice app)
- The adventure PDF, downloaded and skimmed before session 1
- Optional: a battle map or LEGO setup for the ship-combat scenes (range bands map well to LEGO baseplates)
Ready to run?
Click Download Adventure above. Players don't need to read it — share this page with your group instead. Read the Adventures hub for general guidance on running an adventure, pacing your sessions, and handling moral-choice scenes at the table.
