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wreck encounter

graph

Encounter TDContext A[Node& 1:Prerequisites

Scanning
    Outpost]
  • -->|Failed

    Location: Scan:Numidian LocationPrime, Known,deep Hazardwithin Hidden|a B[Nodedense, 2:corrosive jungle canopy at the crash site of a Clone Wars-era Separatist Frigate.

  • Mission: The BreachParty Site]is hired by a pantoran expedition leader named Keeloss "Key" Odo-Vey. He is a contractor to an external minor faction (some rich person) and his current mission is salvaging a seperatists frigate which crashed into the jungle more than 10 years ago. Key and his security expert (loyal friend) H'sharr, a cathar veteran are depending on local worker. Since the party is more combat capable than technically, the technician are locally hired, and the party is offered a job as an escort to protect the equipment and technicians. Since the exact position of the wreck is not known some scanning site is to be set up and defended when the expedition reaches the general area where the wreck is suspected. the scanning is completely done by the npc BUT the local wildlife is interrupting the process. The party needs to scare (and maybe even fight) them off so that the technicians get more details before deciding to stop the scan and go "just go into the direction they had something big on the scanners". Up until this point I have prepped the adventure. but the second phase still needs some work. I have different ideas of what might happen at the wreck:

Wreck Ideas:

I have not decided which idea will happen in my game. the others are not relevant. also none of the ideas feels perfect so i am open to more ideas

A -->|Successfulseperatist Scan:modified HazardBasilisk Identified|Droid C[Nodeon the run

A basilisk droid merged with a super tactical droids brain is still active and hunts around the wreck. TBD. Note: Maybe to hard encounter for the group

Fuel Contamination

Some experimental fuel cells leak into the ships hallways and make it highly explosive

Scene 1:

The encounter begins outside the massive, jungle-choked hull of the Separatist frigate. While the NPC technicians set up heavy tools at the default entry point, the PCs form a defensive perimeter against the encroaching jungle wildlife.

If the players succeeded in their previous protect-the-scanning session, the data has already warned the team about volatile hyper-matter fuel pockets venting behind the default entry hatch, allowing the NPCs to safely pivot to a secondary maintenance spine.

If the players failed the previous scan, the NPCs blindly prepare to cut into the contaminated default hatch, a big explosions shakes up everything and a big portion of the loot is destroyed (50% less payment, as a delayed punishment for the failed protection of the scanning, see Scene 3).

Scene 2:

Alternative
  • The Safe Hatch]Path: BIf -->|Beatthe 1danger &is 2:avoided PCsvia Faila tosuccessful Spotscan Leak|or D[Beatquick 3:player intervention, the technicians safely open a secondary maintenance hatch. The entry is clean, silent, and structurally intact. The contract remains unchanged, and the party moves inside with their full payout guaranteed.

  • The Explosion Entry]Path: BIf -->|Beatthe 1danger &is 2:not spotted, the technician ignites the plasma cutter, instantly detonating the pressurized fuel pockets inside the compartment. The blast destroys that section of the ship and triggers a severe structural collapse. The PCs Spotare Leak|shielded E[Beatfrom the blast by the ship's external hull geometry, but the explosion inflicts casualties on the NPC crew and destroys a portion of the accessible salvage.

Scene 3:

Emergency

Following Override]a Dbotched -->explosion F[Beatentry, 4:the Volatileemployer Infiltration]is Efurious -->and Fdeeply Fshaken. -->Citing G[Beatthe 5:strict The"casualty Amendmentand Contract]hardware

loss" clauses in their original agreement, he legally slashes the party's baseline completion payout.

If no botched (tbd) leeds the employer to send the party on a secondary mission, which is (tbd)