The Lost Citadel SET THE EVENT, first shuffle the Q - POINT OF INTEREST
event deck (all suits of A-10 cards) ♦ Roll adjective and terrain. This part
K - KEY LOCATION
I. Roll adjective and terrain, then set
Begin each raid with a captivating the event.
and draw one card from the top. Match of the citadel looks war-torn, with
story hook: destroyed mechanical constructs On completion: The station starts to
the card’s suit to the event list:
Recent radar readings have detected across the floor. You find d4 scrap. All shake and emit haunting screeching
a derelict, donut-shaped orbital ♥ MOMENT OF SERENITY doorways to the next area are sealed noises. The shaking becomes
citadel drifting through the void. Its When you enter, the walls turn shut. The only way forward is a steel rhythmic, like footsteps, and slowly
transparent, offering a magical view cable leading to the opposite side of fades away. You are not alone.
origin and history remain a mystery,
but its exterior appears untouched of the cosmos. A perfect resting the station. Use your DEX. II. The room looks different, pieced
by looters. place. [RR: 3, HP: 4, DAM: d4, ARM: 0, SC: 0] together from random scrap. In the
[RR: 2, HP: 0, DAM: 0, ARM: 0, SC: 0] ♣ A vast, empty room with no power. center sits a large server cluster, with
Once your band decides to raid, enter Move on or reconnect the power to thick cables spreading like roots to
the coordinates into your hyper-space ♦ FRIENDLY ENCOUNTER explore further. When the power the corners of the room. Suddenly,
starship terminal. Build the world deck An ancient maintenance droid still returns, 4 half-destroyed robots the room shakes as a large construct
and shuffle it. functioning and eager to help. It crawl towards you [HP: 4x1, SC: 2]. made from scrap engages you.
offers to upgrade one weapon for 2 [RR: 2, HP: 0, DAM: d8, ARM: 0, SC: 0] [RR: 3, HP: 12, DAM: d8, ARM: d4, SC: 5]
WORLD DECK: scraps, with his last energy. On completion: You discover a On completion: You learn from the
K[♥♠], Q[♦♣], J[♥♦] holographic archive detailing that central terminal that after years of
[RR: 1, HP: 0, DAM: 0, ARM: 0, SC: 0]
the inhabitants, upon detecting an aimless drifting through the void, the
LANDING is accomplished via an incoming planetary strike, depleted inhabitants decided to upload their
orbital shuttle located on your ship. To ♣ HAZARDOUS OBSTACLE all their fuel reserves to embark on a consciousnesses into a singular
dock at the citadel, roll a d6 and refer A section is filled with floating desperate journey into the void. entity. You can salvage the server
to the world sheet below. Circle the debris. Sharp metal shards and cluster for 10 scrap or let them
number of the landing hex. If you want unstable wreckage make the D10 ADJECTIVE TERRAIN continue to exist.
to abandon the raid, you must return passage perilous. Carefully 1 Dark Greenhouse
here. maneuver with DEX trail rolls.
[RR: 3, HP: 4, DAM: d6, ARM: 0, SC: 0] 2 Cramped Storage Unit
SET THE HEX, by drawing 1 card The raid is compleat when you
3 Echoing Control Room uncover all key locations or all
from the world deck: ♠ HOSTILE ENCOUNTER 4 Gloomy Lounge hexes. On compleation you can
K: Refer to the key location list. They An sentinel robot, built from various automaticly return to your ship and
are encountered from top to bottom ship parts, patrols the area. Upon 5 Small Corridor jump to the void for downtime.
Q: Refer to the point of interest list. detecting you, it turns hostile.
6 Long Medical Bay Don’t forget, each event has: risk
[RR: 2, HP: 4, DAM: d6, ARM: d4, SC: 3]
Match the card’s suit to the list entry. ratio (RR), hit protection (HP),
7 Flickering Living Quarters
To continue reduce event's HP to 0 by damage dice (DAM), armor (ARM),
J: This triggers a random encounter. and scrap (SC).
making trail rolls or make an escape 8 Desolated Shaft
Set the hex by rolling on the
adjective and terrain table, then set roll. When returning to an explored 9 Enigmatic Armory If you want to rest, apply the RR
the event. hex, only set a hostile encounter. from the last event on that hex.
10 Preserved Cargo Hold
WORLD: HEX:
1.
2.
1.
2. 6. 3.
4.
3. 5.
5.
4.
6.
KISHAN a desert world whose orbit served as the battleground in a
K - KEY LOCATION
I. SCRAPPER'S NEXUS: A dim blue light reveals a series of anti-radiation force field
colossal conflict. The debris from destroyed battleships has rendered the
generators lining the edges of a deep gorge. The steep, red walls host a bustling
planet radioactive, yet made it a goldmine for opportunistic scrappers and marketplace where scavengers and black market traders converge to barter their salvage
black market traders. Rumors speak of a gargantuan black market hidden and rest. Each raider can engage in the following actions:
within a canyon. - Secure Lodgings: Rent a room for 1 scrap and regain d6 HP
- Explore the Black Market: Choose one downtime activity.
WORLD DECK: - Hunt for Valuable Data: Make a trail roll (WIL or HRT) to uncover information about
K[♥♦♣♠] - Key location, lucrative salvage. [RR: 1, HP: 2, DAM: d4, ARM: d10, SC: 0]
Q[♥♦♣♠] - Point of interest, On completion: The prize everyone seeks is the Titan's Hammer, a colossal world
destroyer-class ship that crashed onto Kishan. Its exact location remains a mystery, but
J[♥♦♣♠] - Random event (Adjective + Terrain then set event) remnants of ground outposts used for battle command might hold the final coordinates.
II. CONTESTED OUTPOST: Roll Adjective + Terrain. A small hidden military installation is
Q - POINT OF INTEREST marked by several tall antenna-like structures. As you approach, you are suddenly
surrounded by four armed figures in long gray robes and red goggles. They open fire
♥ CRATER HAVEN: A small commune nestled within a crater, without hesitation, all make a RR 4 trail roll with DEX to avoid 2d8 damage.
inhabited by 8 people. Roll Adjective + Terrain and set an event. [RR: 3, HP: (4x3)12, DAM: d8, ARM: d4, SC: 5]
After, they offer you a place to stay and recover 2 HP. If you On completion: Upon securing the outpost, you discover it to be looted clean. From the
show malice change HP: (8x3) 21 and SC: 8. armed figures you uncover a tracking device with a list of other outposts, most of which
have been marked off. Only one remains unchecked.
[RR: 2, HP: 0, DAM: d6, ARM: 0, SC: 0]
III. FORGOTTEN OUTPOST: The final unmarked location on the tracker has led to a point
♦ RUINS OF XANTHAR: Ancient tombs carved into eroded cliffs deep within a sand desert. The outpost must be buried beneath. Beware of the scorching
of a civilization long gone. Set the event. Upon inspection, it is sun.
[RR: 1, HP: 20, DAM: d4, ARM: 0, SC: 2]
revealed that Kishan once hosted life with On completion: Remarkably, the layers of sand have preserved the equipment inside,
an intelligent avian-like species. D10 ADJECTIVE TERRAIN which appears to be intact. Among the recovered data is the last known orbital broadcast
location of the Titan's Hammer.
♣ WRECKAGE EXPANSE: A vast expanse 1 Radioactive Canyon
IV. TITAN'S HAMMER: Within the vast mountain range, sulfuric clouds conceal scattered
littered with the remnants of lost 2 Barren Plateau remnants of the mighty world destroyer. Over the years, its surface has eroded, and
battleships. Anyone who decides to much of its internal components have burned up upon impact. However, scattered areas
scavenge here suffers d6 damage from 3 Salted Dunes amidst the wreckage still remain intact. Your raid is complete but if you explore this site
radiation but finds d4 scrap. further you encounter the following events:
4 Molten Crater
I. A sudden surge in radiation levels emanates after opening a sealed area. You discover the reactor, and
[RR: 1, HP: 0, DAM: 0, ARM: 0, SC: 0]
5 Sulfurus Plains everyone suffers d12 damage. You find 6 scrap.
II. You discover the armory with some crates intact but protected by laser drones. If you successfully
♠ CHARGED FOREST: Crystalline 6 Eroded Gorge dismantle them, gain a d10 weapon. [RR: 2, HP: 6, DAM: d8, ARM: d4, SC: 0]
structures emerge from the sandy dunes, IV. You find an intact supply crate. Each raider gains d4 scrap.
with high-voltage energy sparking 7 Jagged Badlands V. Scattered crystals and contraptions resemble a giant hammer, with blue light radiating from
between the crystals. If you attempt to 8 Singing Mountains
numerous cracks. You have found the world destroyer. If you decide to salvage it, set HP to 5 and make a
trail roll with WIL. A roll of 1 activates the device, destroying this world and killing everyone. On
salvage the energy source, set HP: 1 and
9 Crystalline Cliffs completion you gain a Xenon antimatter blaster (WIL, d12) [RR: 5, HP: 0, DAM: 3d10, ARM: 0, SC: 0]
SC: 5. On completion: Fortune smiles upon you as you discover a still-operational orbital
[RR: 5, HP: 0, DAM: 2d6, ARM: 0, SC: 0] 10 Stormy Ravine shuttle. You can now return to your ship at will.
♥ MOMENT OF SERENITY ♣ HAZARDOUS OBSTACLE ♠ HOSTILE ENCOUNTER ♦ FRIENDLY ENCOUNTER
roll d4: roll d4: roll d4: roll d4:
1. The radioactive debris emits pillar- 1. A sudden violent electrical 1. Five rival raiders ambush you, 1. A historian seeks your help to
shaped beams of light, piercing the sandstorm engulfs the area, reducing demanding your scrap and reconstruct a crucial battle by finding
night sky and creates an eerie, visibility and causing abrasions. equipment. You can choose to 3 black-boxes from scattered crash
haunting glow across the landscape. [RR: 2, HP: 5, DAM: 2d4, ARM: 0, SC: 0] negotiate, fight, or flee. sites. Roll a d6 to scan each unique
[RR: 1, HP: 0, DAM: 0, ARM: 0, SC: 0] [RR: 4, HP: 5x2, DAM: d8, ARM: d4, SC: 5] hex. Discover 1 black-box on a roll of
2. A dense, sulfurous fog rolls in,
5-6. Return to the Scrapper's Nexus
2. Ancient rusty battle-bots stuck in disorienting you and making 2. A hostile drone from a crashed
to claim 6 scrap as a reward.
a perpetual loop of pretending to navigation nearly impossible. ship activates and targets you with
[RR: 1, HP: 0, DAM: 0, ARM: 0, SC: 0]
fight each other with imaginary [RR: 2, HP: 4, DAM: d4, ARM: d4, SC: 0] its autonomous laser weapons.
weapons. On any malicious [RR: 3, HP: 3, DAM: d8, ARM: d8, SC: 2] 2. A group of nomads invites you to
3. A pool of radioactive liquid blocks
interaction HP: (4x3) 12 and SC: 4. join their camp for stories and trade.
your path, emitting strong radiation. 3. You trigger a snare trap set by a
[RR: 2, HP: 0, DAM: d6, ARM: 0, SC: 0] Take one downtime activity or
[RR: 2, HP: 4, DAM: d8, ARM: 0, SC: 0] mutated alien who lootes and
recover 2 HP. If you show malice,
3. In the distance rages a vortex consumes raiders. Retreat is not an
4. The wreckage in an unstable orbit change the HP: 10 and SC: 4.
storm that swirls with furious option; you must compleat this event.
enters the atmosphere, raining [RR: 3, HP: 0, DAM: d6, ARM: d4, SC: 0]
intensity, emitting eerie wails and [RR: 3, HP: 8, DAM: d6, ARM: 0, SC: 2]
debris down upon you. Use your DEX
ghostly screams. Lightning 3. A mad treasure hunter offers you 2
to hide or doge until it finishes. 4. A rogue military AI, controlling a
illuminates its red interior, casting an scrap to leave his loot alone. If you
[RR: 4, HP: 8, DAM: d6, ARM: 0, SC: 2] giant mechanical body made from
ominous glow across the landscape. show aggression, he defends himself
ship parts roams the desolated
[RR: 4, HP: 0, DAM: 0, ARM: 0, SC: 0] with grenades HP: 5, SC: 8.
planes. It attacks with a massive ax.
[RR: 3, HP: 0, DAM: 2d6, ARM: 0, SC: 0]
4. A deep crater surrounded by [RR: 3, HP: 20, DAM: 2d6, ARM: 0, SC: 5]
jagged crystalline formations. In its 4. A gravely injured smuggler begs
center resides an uncoated plasma for medical assistance, offering a d6
bomb. If you try to salvage it, set HP: weapon, item or 3 scrap. If you help
1 and SC: 4. On a 1 all suffer damage. set HP: 4. If you show malice he
[RR: 2, HP: 0, DAM: 3d6, ARM: d6, SC: 0] detonates himself, all suffer DAM.
[RR: 2, HP: 0, DAM: 2d6, ARM: d6, SC: 0]
WORLD: HEX:
1. 7.
1. 7. 2. 8.
4. 10.
3. 9.
2. 8.
4. 10.
5. 11.
3. 9.
5. 11.
6. 12.
6. 12.