At a glance
| Levels | 3 (advances to 4) |
| Party | 2–6 players (built for 4) |
| Sessions | ~5 (3–4 hours each) |
| Branches | 3 entry hooks · a four-way finale |
| Era | Era-agnostic — drops into any period |
| Themes | Horror · survival · mystery · a hard choice |
The pitch
The salvage tender Sable Wake stopped answering hails weeks ago. Now she drifts on a travel lane, dark and cold, one failing light blinking on her flank at an interval a half-second too slow to be a heartbeat. Something happened aboard her. Something is still happening.
You go in — for the salvage, for the survivors, or on a broker's quiet contract. What you find is a ship where the crew is dead, the lights breathe, the cold has weight, and a whisper moves through the dark that anyone attuned to the Force feels like a hand on the back of the neck. Deck by deck, the Sable Wake gives up what killed her — and by the time you reach the cold heart of the ship, you'll have to decide what to do with it, knowing that whatever you choose, you carry it out with you.
The Sable Wake is a five-session horror adventure that trades firefights for dread: sparse, lethal combat punctuating a slow crawl through a haunted derelict, and a finale with no clean answer. Built for a party of four at level 3, it scales cleanly from two players to six.
What's in the GM download
It comes as three PDFs, because running a horror module while hunting for a stat block kills the mood:
- The adventure — the story you run: read-aloud text, scene guidance, the mystery, the choices. Nothing to look up.
- The Stat Reference — every enemy and NPC stat block with tactics, scaling, and loot, grouped by scene. Keep it open beside you and never flip back and forth mid-fight. Each block carries the full ability line plus every skill the creature is proficient in, so when a player tries something you didn't plan for, you can roll it without guessing.
- The Tactical Maps — all four maps with their numbered keys and your enemy placements, also grouped by scene. The printable true-scale tiles are separate downloads, one per map, and they're clean — no GM notes on the paper your players are looking at.
Inside:
- A full three-act module (~5 sessions) with read-aloud text, scene-by-scene guidance, and a spoiler-free structure you can run cold.
- Three interchangeable entry hooks — salvage, rescue, or contract — so the adventure slots into any campaign.
- A distinct enemy roster: a malfunctioning ship droid, a pack of Force-hunting predators the crew never should have caged, the ship's own puppeted dead, a rival crew (or a cracked survivor), and a scaling final threat at the heart of the ship.
- Clean 2–6 player scaling, including a boss table you set once before session one.
- Four tactical battle maps at LEGO scale (1 inch = 5 ft), printable and drop-in.
- A four-branch finale, a leveling guide (3 → 4), sequel hooks, and a one-page GM quick-reference card.
What you need at the table
Polyhedral dice, character sheets for a level-3 party, and a willingness to let the room go quiet. A Force-using character isn't required — the adventure flexes without one — but if you have a Jedi or Force adept at the table, this ship was built to test them.
Era flexibility
There are no faction names here — no Empire, no Order, no era-specific politics. The threat is old and personal, the patrons are independent, and the horror is the same in any century. Run it in the Old Republic, the Clone Wars, the Galactic Civil War, the New Republic, or your own corner of the galaxy; only the set dressing changes.
Ready to run?
Download the full GM adventure below, pick your entry hook, and don't answer the hail.
