At a glance
| Levels | Lv 1 → Lv 2 (no XP — flat advancement at the end) |
| Party | 4 default · 2–6 supported |
| Sessions | ~5 sessions (3–4 hours each) |
| Branches | Light — three major decision points across three acts |
| Era | Era-agnostic — no faction names, runs in any of the 8 SWURPG eras |
| Themes | Mystery · Moral choice · Frontier |
The pitch
A small ice-and-rock moon in the Outer Rim called Tellan-7 has one notable feature: an abandoned communications relay built by some forgotten predecessor civilization. The relay has been quiet for decades. Three weeks ago, it started broadcasting a coded distress signal that nobody alive has heard before — a real call for help, in a language the locals are still trying to translate.
A salvage broker at the nearest spaceport has put out a contract: investigate, report, and bring back whatever can be brought back. The pay is fair. The risk is unclear. And other crews — the kind that don't post contracts — are already on their way.
Your characters answer the call.
What's in the PDF
The downloadable PDF (~25 pages) contains the complete adventure:
- Full synopsis + the real story — what's actually happening behind the contract.
- How the Party Met — per-pre-made character hook tie-ins so the GM hands each player a 2-line reason they're at table 7.
- Acts I, II, and III — scene-by-scene play with read-aloud boxed text, GM notes, decision points, and pacing checkpoints.
- Cast of NPCs — full reference for every speaking NPC: voice, motivation, dialogue snippets, and a stat block in the standard SWURPG format.
- Encounter Reference Table — quick-look index of every encounter for at-the-table use.
- Multiple endings — four resolution branches (extract / destroy / negotiate / betray), each with its own consequence and sequel hook.
- Leveling guide — the L1 → L2 advancement at the end of the adventure, no XP math.
Recommended pre-made characters
The default party is four characters covering frontline combat, stealth/social, Force support, and tactical leadership. Each is tailored for this adventure with hooks already written in. Smaller groups (2–3) get fewer enemies in each combat; larger groups (5–6) add the alternates with more enemies in the climax.
What you need at the table
- Your character sheets (loaded into the Character Builder or printed via PDF)
- Polyhedral dice (or a dice app)
- The adventure PDF (downloaded and skimmed before session 1)
- Optional but helpful: a battle map or LEGO setup for the combat scenes
Era flexibility
This adventure is era-agnostic. There are no faction names — no Empire, no Sith, no Rebels, no Republic Navy. The antagonists are pirates. The patron is an independent broker. The survivor is a regular person with knowledge worth killing over. You can run this in the Old Republic, the High Republic, the Galactic Civil War, or any era you and your group prefer. The GM picks the surrounding context; the prose stays neutral.
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, an encounter, and pacing your sessions.