It is a period of darkness and chaos in the galaxy. The Terran Dominion has toppled, the few Protoss tribes still alive struggle to unite themselves, and untamed Zerg hordes roam leaderless throughout the galaxy.
This adventure takes place on the covert Terran Dominion military research station, BR-715. With the complete withdrawal of all Dominion military forces in the area, the station has been left on its own and vulnerable to attack. Recently, the station has been transmitting an automated distress signal and has not returned any directed signals inquiring as to their needs.
Word has spread quickly of the situation on BR-715, and a nearby battlecruiser, The Prowler, has been detected on approach to the star system. The Prowler is a vessel of the Kel-Morian Combine, a bloodthirsty pirate militia that has plundered star systems in this sector for decades.
During this time of darkness and barbarism the race is now on for pirates, privateers, and unscrupulous scoundrels to plunder the defenseless space station. All manner of advanced and controversial weaponry are said to have been developed here during the heyday of the corrupt administration of Arcturus Mengsk. Most important of all is a Zerg-Protoss hybrid creature, locked away in the secured lower berths of the station. This hideous creature is a terror and threat to all. Through prophecies and fortunes, analysis and calculations, the hybrid creature will unleash a wave of destruction and terror if freed.
The adventurers are tasked with storming the space station BR-715 and destroying or capturing the Zerg-Protoss hybrid creature before the Kel-Morians arrive and claim it as their own biological-psionic weapon. Should The Prowler arrive before the hybrid prisoner is destroyed, the unscrupulous pirates will overwhelm what little defenses the station and the adventurers can muster, and then unleash the hybrid beats, spelling the doom of the entire galaxy.
Unless otherwise noted, research station BR-715 has the following characteristics while its main power core is disabled:
+ Illumination: While main power is down, the only illumination is from dim, red emergency lights scattered throughout the station. Creatures without low-light vision suffer a -2 penalty to ranged attack rolls against creatures in dim light.
When main power is restored, all areas are brightly lit.
+ Walls, Floor, and Ceiling: Smooth, polished durasteel (Athletics DC 17 to climb). The walls are impossible to smash through.
+ Doors: Smooth steel. If either main power or the computer core is down, the doors are jammed close and require a standard action and a successful DC 9 Strength check to open.
If both main power and the computer core have been restored, the doors open instantaneously whenever a living creature enters a square adjacent to the door.
+ Climate: While main power and the computer core are down, the air is cold and stale as the environmental systems on the station are only functioning at a bare minimum.
When main power and the computer core are both restored, the station environment feels more comfortable and the air is noticeably more fresh.
+ Artificial Gravity: While main power is down, the artificial gravity of the station is completely off. Creatures cannot move normally, however creatures can climb, fly and burrow normally if they have that mode of movement. All creatures also gain fly 2 (clumsy).
When main power is restored, all creatures can move normally, but no longer have the fly 2 (clumsy) movement mode.
+ Elevator: A central elevator connects the three levels of the research station, accessible from the corridor outside of A. Hanger, adjacent to G. Computer Core and to K. Brig. If main power is restored, the elevator will travel between any of the three levels. If power has not been restored, then the elevator car rests at the bottom most level (outside of K. Brig) and allows an adventurer to climb through the empty elevator shaft. The door from the elevator shaft granting access to K. Brig, however, remain shut tight and draws from an emergency power source. To open this door and proceed to the end of the adventure, the adventurers must restore main power, activate one computer core, and override the security protocols in H. Command Center.
Ending the Adventure
If the adventurers succeed in destroying or capturing the Hybrid Reaver and survive to escape on a starship, inform them that they have stopped the vicious Kel-Morian Combine from taking this vile creature and using it as a horror-inducing biological weapon of terror and madness. They have saved the galaxy
… for now.
Award the adventurers one level of experience.