TEXT:  
   
   
   
   
   
   
   
   
   
  SPACE ADVENTURE: 
  TROUBLE AT 
  THRESHOLD STATION 
   
  ENCOUNTERS: FOUR 
  DIFFICULTY: EASY 
  DURATION: 45 MINUTES 
   
  DESIGNED AND MAPPED  
  BY  
  JUSTIN HALLIDAY 
   
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 2 
  Hero Kids Adventure 
  This adventure requires a copy of the Hero Kids RPG to 
  play, plus the Hero Kids – Space Heroes expansion.  The 
  core game, expansion, and this adventure include: 
  • Hero Cards for each player 
  • Monster Cards for the unique monsters (droids, 
  raiders, viperwings, spine rats…) 
  • Print-outs of all of the encounter maps 
  • Stand-up minis for the heroes and monsters 
  Additionally, these extra materials are required: 
  • Six-sided dice (d6s) 
  • Pencil and eraser 
  Background 
  Your heroes live in Kali Outpost on the tiny planet Circa 
  Prime, the main planet in the Volta system.  The Volta 
  system lies in the borderworlds, a loose federation of free 
  systems sandwiched between the tyrannical Droid 
  Authority and the lawless space of the Dark Nebula, home 
  of the fearsome raiders. 
  Adventure Overview 
  In Trouble At Threshold Station, the kids travel to 
  Threshold Station, avoiding a deadly meteor shower, then 
  attempting to sell spare parts to a merchant. 
  However, once the trade is complete the kids are 
  ambushed by raiders and must fight to escape. 
  Adventure Intro 
  Today’s trouble starts in Kali Outpost when the kids are 
  instructed to travel to Threshold Station – the space 
  station in orbit above Circa Prime – to sell spare parts to 
  a travelling merchant. 
  You are working at the scrap yard in Kali Outpost when 
  the owner, old Jonty, calls you over with a special job. 
  “I’ve set up a trade with a parthi merchant to sell some of 
  our spare parts.  I need you to take the shuttle up to 
  Threshold Station to make the trade.” 
  “Now the parts are worth two hundred credits, and this 
  parthi drives a hard bargain, so ask for three hundred 
  credits and don't accept anything less than two hundred 
  for them.  The trade is set for docking bay zero-three, so 
  meet the parthi there.” 
  “One last thing, Threshold Station can be a dangerous 
  place, so keep your eyes out for trouble.” 
  You quickly gather your equipment and load the spare 
  parts into the shuttle. 
  As your shuttle lifts off, leaving Kali Outpost receding to a 
  dot in the distance, your comlink blares a warning 
  message: 
  “ALERT, ALERT, meteor shower detected.  Prepare to 
  take evasive action.” 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 3 
  Encounter 1: Into Orbit! 
  Encounter 1 covers the heroes’ attempts to avoid the 
  incoming meteors. 
  This encounter is played out through a series of ability 
  tests to evade or destroy three meteors. 
  Encounter Intro 
  Read this introduction first: 
  The sky above you darkens as your shuttle climbs out of 
  Circa Prime’s atmosphere into the black of space.  The 
  shuttle’s display blinks into life with three red target 
  markers highlighting incoming asteroids. 
  The comlink squawks again: 
  “Collisions imminent!  Shields activated!  Shields 
  activated!  Collisions imminent!” 
  Ability Tests 
  To evade the asteroids, the hero or heroes must succeed 
  at three ability tests to either evade or destroy each 
  asteroid. 
  For each of the asteroids, the players must successful 
  evade the asteroid (using their Pilot skill) or destroy the 
  asteroid (using their Gunnery skill): 
  • Dexterity (Gunnery) test at difficulty 4. 
  • Dexterity (Pilot) test at difficulty 4. 
  If the players try to simultaneously evade and destroy the 
  asteroid (such as if there are two or more heroes), then 
  increase the difficulty to 5 for each test. 
  If the kids succeed at evading an asteroid: 
  You steer the shuttle out of the way of the asteroid. 
  If the kids succeed at destroying an asteroid: 
  The shuttle’s defensive guns reduce the asteroid to dust. 
  If they fail, the shuttle’s shields repel the asteroid, but the 
  heroes take 1 damage: 
  Despite your efforts, the asteroid glances off the shuttle’s 
  shields.  The impact sends you flying across the cockpit 
  into the bulkheads. 
  If the kids fail all three tests, they are KO’d and the 
  shuttle is either destroyed or docks automatically: 
  You collapse unconscious to the floor of the cockpit as 
  asteroid after asteroid pounds the shuttle into scrap. 
  Conclusion 
  After the three asteroids are destroyed or evaded: 
  You clear the final asteroid and breathe a well-earned sigh 
  when the shuttle’s display turns green. 
  Soon you approach Threshold Station, shining like a 
  diamond in the inky blackness of space. 
  The station’s traffic controller directs you to your bay: 
  “Threshold Station to shuttle, you are cleared to dock in 
  bay zero-two, repeat, bay zero-two.” 
  If the heroes have taken damage, they can take a short 
  rest before the next encounter to remove 1 damage. 
  The next encounter is Encounter 2: Negotiations. 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 4 
  Encounter 2: Negotiations 
  Encounter 2 involves the trade negotiations with the 
  merchant.  As with the first encounter, this is played out 
  through ability tests to agree to a price. 
  Encounter Intro 
  Read this introduction first: 
  You land your shuttle in bay two and leave the docking 
  bay, pushing your levitating cargo crate onto the main 
  concourse of Threshold Station.   
  The concourse curves out of sight to your left and right, 
  docking bays on the outside of the donut-shaped station, 
  shops and living quarters on the inside. 
  You push the cargo crate through the station’s thick crowds 
  of humans, parthi, gartheen, angonians, zerzo, kedai, and 
  droids. 
  Shortly, you arrive at bay three, your meeting location. 
  Entering docking bay, you first see a light cargo hauler, 
  still much larger than your tiny shuttle. The entire outer 
  wall of the docking bay is open to the black reaches of 
  space, a shimmering force-field separating the docking 
  bay’s breathable atmosphere from the vacuum beyond.  
  In front of the ship stands your appointment; the parthi 
  merchant. 
  The parthi steps forward and speaks, his voice translated 
  through a vocoder, “Hello small one.  Have you bought 
  the spare parts?” 
  Hopefully the players speak for their heroes, then 
  continue with this to get the negotiations started: 
  “Excellent.  How much do you want for all this junk?” 
  Ability Tests 
  The core aspect of this encounter is the negotiation for 
  the price of the parts.  If the players were paying 
  attention, Jonty instructed them to start at 300 credits, 
  and not take less than 200 credits. 
  The players need to succeed at two ability tests to get the 
  parthi to increase his price to 200 credits.  If the players 
  fail at two tests before they succeed at two tests, the 
  parthi will not budge from his current price. 
  When the heroes name their starting price, the parthi 
  puts in a counter-offer of just 100 credits. 
  “That much!  For all this junk.  I’ll give you one hundred 
  for the lot.” 
  To increase the parthi’s offer, one of the heroes needs to 
  negotiate through a successful ability test: 
  • Intelligence (Persuasion) test at difficulty 4. 
  If the negotiations succeed, the parthi ups his offer: 
  “You drive a hard bargain, especially for this junk.  I’ll 
  give you one-fifty credits.” 
  If the second test succeeds, the parthi relents again: 
  “Fine, I’ll give you two-hundred credits for the lot.” 
  If they fail, the parthi sticks to his current price: 
  “No way.  That’s all it’s worth.” 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 5 
  If they fail twice, the parthi sticks to his current price, 
  with no further negotiation. 
  “Ha!  You push too hard for such rubbish.  I will not offer 
  you any more.  Take it or leave it.” 
  Conclusion 
  Once the negotiations are completed, a group of mean-
  looking raiders enter the docking bay and attempt to rob 
  the heroes: 
  You pull out your c-card for the merchant to transfer the 
  payment when you hear a whoosh behind you and the 
  docking bay doors open. 
  A group of cloaked figures step into the bay.  As the door 
  clangs shut behind them, they throw off their cloaks, 
  revealing their fearsome faces and weapons held ready.   
  Proceed straight to Encounter 3: Bay Zero-Three. 
   
   
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 6 
  Encounter 3: Bay Zero-Three 
  Encounter 3 features a battle with raiders in the docking 
  bay before entering cargo hauler. 
  Maps 
   
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  The leader of the raiders steps forward as his gang spread 
  out around the docking bay. 
  “Hold it there a moment junior.  I believe that cred-card 
  is meant for me,” he says, “And parthi, I’m gonna need the 
  codes for that ugly ship of yours.” 
  Before you can move, the parthi squeals and sprints up the 
  cargo ship’s boarding ramp, disappearing inside.   
  The raider leader follows, shouting back to his gang. 
  “Get those kids!” 
  Encounter Features 
  The crates are obstacles that cost extra movement squares 
  to climb over but offer cover from ranged attacks (gain 1 
  extra armor die when behind cover).  The stacked crates 
  (dark outlines) are solid walls. 
  The left edge of the docking bay is the opening into 
  space, which is covered with a force field.  Enemies can be 
  pushed or blasted through the force field and out into 
  space by cunning players. 
  Ability Tests 
  The players’ heroes can attempt these ability tests: 
  • Intelligence (Knowledge) tests at difficulty 5 to see 
  that creatures can move through the force field. 
  • Opposed Strength tests to push enemies through the 
  force field and out into space. 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 7 
  Monsters 
  This encounter features one raider for each of the heroes.  
  These enemies shouldn’t pose a great threat even to a 
  single hero, so you can add additional raiders (such as the 
  stunner raider) if the players are experienced. 
  1 Hero: 
  1 x Sawblade Raider  
   
  2 Heroes: 2 x Sawblade Raiders 
   
   
  3 Heroes: 2 x Sawblade Raiders 
  1 x Gauss-Gun Raider 
   
   
   
  4 Heroes: 2 x Sawblade Raiders 
  2 x Gauss-Gun Raiders 
   
   
   
   
  Use these health boxes to mark off damage: 
   Sawblade Raider 
   
   Sawblade Raider 
   
   Gauss-Gun Raider 
   
   Gauss-Gun Raider 
   
  Tactics 
  The sawblade raiders engage the heroes with melee 
  attacks, while the gauss-gun raiders use ranged attacks.  If 
  necessary, the raiders can use the crates for cover to gain 
  1 extra armor die against ranged attacks. 
  Conclusion 
  Once all of the monsters are KO’d, read this. 
  The final raider falls to the ground but before you have a 
  moment to celebrate, you hear a frightened shriek from 
  inside the cargo ship- the parthi! 
  Proceed straight to Encounter 4: Cargo Showdown. 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 8 
  Encounter 4: Cargo Showdown 
  The final encounter is the interior of the parthi’s cargo 
  hauler.  This climactic battle sees the heroes defeat the 
  raiders and protect the parthi merchant. 
  Map 
   
  Encounter Intro 
  When the heroes enter this area, read this: 
  You cautiously step up the ramp into the cargo bay of the 
  parthi’s cargo hauler.  To your right you see stacks of 
  cargo, on the left is a door, presumably through to the 
  ship’s cockpit and crew quarters. 
  Encounter Features 
  The crates are obstacles that cost extra movement squares 
  to climb over but offer cover from ranged attacks (gain 1 
  extra armor die when behind cover).  The stacked crates 
  (dark outlines) are solid walls. 
  The doors cost extra movement to pass through and can 
  be opened and closed manually. 
  Ability Tests 
  The players’ heroes can attempt these ability tests: 
  • Intelligence (Perception) test at difficulty 5 to hear 
  movement from the front of the ship. 
  • Intelligence (Technology) or Dexterity (Mechanic) 
  tests at difficulty 5 to hack the doors to stay open or 
  closed. 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 9 
  Monsters 
  This encounter features one raider for each hero.  The 
  raider leader is the strongest, but even he shouldn’t 
  trouble a single hero (as long as they remember to use 
  their health packs when damaged).  You can add 
  additional raiders if the players are experienced. 
  1 Hero: 
  1 x Raider Leader 
   
  2 Heroes: 1 x Raider Leader 
  1 x Sawblade Raider 
   
   
  3 Heroes: 1 x Raider Leader 
  2 x Sawblade Raiders 
   
   
   
  4 Heroes: 1 x Raider Leader 
  2 x Sawblade Raiders 
  2 x Gauss-Gun Raiders 
   
   
   
   
   
  Use these health boxes to mark off damage: 
   Raider Leader 
   
   Sawblade Raider 
   
   Sawblade Raider 
   
   Gauss-Gun Raider 
   
   Gauss-Gun Raider 
   
  Tactics 
  The sawblade raiders engage the heroes with melee 
  attacks, while the gauss-gun raiders use ranged attacks.  
  The raider leader is stronger than his gang, and he tries to 
  get adjacent to his allies to aid their attacks.  He will also 
  use the doors to his advantage; such as opening the 
  cockpit door to shoot down the corridor then closing it 
  again at the end of his turn. 
  Conclusion 
  Once all of the monsters are KO’d, read this: 
  The deafening sound of blaster shots and the hum of 
  energy weapons finally fade to an eerie silence. 
  After a few moments you hear a hesitant cry from the 
  cockpit, “Hello?  Did we win?” 
  You help the parthi out from under the control panels and 
  walk him through the ship, past smoking scorch marks in 
  the walls and smoldering cargo crates. 
  “Thank you for saving me and my ship.  If your spare 
  parts are still for sale, I’d be more than happy to pay the 
  full three-hundred credits for your trouble. What do you 
  think, have we got a deal?” 
  With the raiders defeated and the spare parts sold to the 
  parthi merchant, you return to your shuttle and set course 
  for Kali Outpost where Jonty will be overjoyed to receive 
  three hundred credits for the spare parts and for, hopefully, 
  your safe return. 
   
  
   
   
   
   
   
   
  
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
   
  
   
   
   
   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Hero Kids/Adventures/Space Adventures/Hero Kids - Space - Trouble at Threshold Station-20200225.pdf