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 test (Gunnery) at difficulty 4. 
  • Dexterity test (Pilot) 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 test (Negotiation/Bartering/Trading) 
  at difficulty 4. 
  • Strength test (Intimidation) 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.” 
  
   
  Hero Kids Adventure – Trouble At Threshold Station 
  Justin Halliday 
  Page 5 
  If they fail, the parthi sticks to his current price: 
  “No way.  That’s all it’s worth.” 
  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 leader of the raiders gives chase, shouting back to 
  his buddies. 
  “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 tests (Knowledge) at difficulty 5 to see 
  that creatures can move through the force field. 
  • Strength tests (opposed) 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 tests (Perception) at difficulty 5 to 
  hear movement from the front of the ship. 
  • Intelligence tests (Technology) or Dexterity tests 
  (Mechanic) 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/Hero Kids - Space Adventure - Trouble at Threshold Station.pdf