The Darkstar Arrival: Curse and Bargain
The Darkstar Arrival: Curse and Bargain
The party returns to Darkstar station with the Puzzlebox artifact to trade with the cyborg information broker Mara Knight for Dred Mathis' location. However, their arrival triggers unexpected complications: a mysterious buyer has tracked the Puzzlebox to the station, Veliss Orun monitors their every move from Aeon Empire interests, and the artifact itself attracts unwanted attention from forces that should not even know it exists. The party must navigate a web of competing interests, protect the cursed item from theft, and complete the trade without triggering the Puzzlebox's devastating curse.
Veliss Orun
Aeon (alien humanoid) · Aeon Empire observer, secret ally
The Collector (unrevealed)
Unknown (operates by proxy) · Hidden antagonist, artifact hunter
Hyperspace Emergence and Silent Alarm
Read Aloud
The stars resolve from a blur of fractured light as your starship punches through the hyperspace membrane, and Darkstar station materializes before you—a sprawling nexus of interlocked docking spires and flickering running lights, hanging against the backdrop of a crimson nebula. Your instruments chirp with the familiar hum of entry protocols, but something is wrong: the station's primary communication array is cycling through a repeating automated message, and your ship's security system has flagged an unusual energy signature scanning your hold—specifically your hold, where the Puzzlebox rests in its lead-lined containment case. Three hours until Mara Knight's scheduled appointment, and already you feel the weight of invisible eyes upon your vessel.
Description
The party's ship has just emerged from hyperspace and is approaching Darkstar station for docking. The station is a sprawling space installation, but something is clearly wrong: communication is on automated repeat, and most docking bays show no activity. A sophisticated sensor array—not official Darkstar traffic control—is actively scanning the party's vessel, focusing on the hold where the Puzzlebox is stored. This is the party's first indication that the Puzzlebox's arrival has been detected by unknown parties. Environmental details reveal a station in flux: some sections dark, others bright with activity; repair crews visible on some arms of the station; unusual traffic patterns suggesting recent conflict or lockdown. The party can dock at a secondary bay (less monitored but less secure) or attempt to dock at the primary bay (more official but more scrutinized). Unknown to the party, the scanning is being conducted by agents of the Collector. They have a general idea that the Puzzlebox is incoming but not yet confirmed its presence on the party's ship. However, the automated security sweeps conducted by Darkstar's traffic control have inadvertently revealed its location. A bidding war is about to begin.
DM Notes
Skill checks: DC 14 Intelligence (Arcana) or Wisdom (Insight) to recognize the sensor signature as non-standard (not Darkstar traffic control). DC 16 Dexterity (Sleight of Hand) or Engineering check to spoof the ship's transponder signals and appear as a routine trader rather than someone carrying high-value cargo. If the party does not attempt deception, they are flagged as VIP priority, which brings both benefits (expedited docking) and risks (increased official scrutiny). Offer the party the choice of which docking bay they approach and roleplay their preparations to disembark. Do not yet reveal the source of the scans; let paranoia build. If the party attempts to shield the Puzzlebox with magic or technology, note that lead shielding is effective against standard scans but not against the exotic scanning being performed. This is a tension-building scene with no combat—purely investigative and decision-making.
The Docking Station Ambush
Read Aloud
As your ship settles into the docking clamps of Bay Gamma-7, a low mechanical groan echoes through the hull—a sound that should never accompany a routine dock. The airlock hisses open to reveal the familiar grimy corridors of Darkstar's dock level, but blocking the exit stand three mercenaries in corporate armor, hands resting on integrated pulse rifles. Behind them, a figure in a shimmering exo-suit steps forward, and your sensors mark her as heavily cybernetic. She speaks first: "The item. You're carrying something rare. My employer is willing to discuss a transaction more lucrative than whatever deal you've already committed to." Her voice is synthesized but carries a note of genuine interest—not hostility, yet.
Description
The party disembarks to find a coordinated interception waiting. Three armed mercenaries (Mercenary Operatives, use Bandit Captain stats as baseline) and a corporate representative (a cyborg named Hex—female, augmented with serious combat modifications) are positioned to block the party's path. Hex is not immediately hostile but is clearly prepared for violence. She is a representative of the Collector's interests. Hex will attempt to negotiate first, offering substantially more currency than Mara Knight's information brokering arrangement. She will mention that her employer knows what the Puzzlebox is—a lie designed to test if the party themselves know its true nature. If the party refuses or attempts to fight, the mercenaries will engage, but Hex herself will retreat to avoid personal risk (she is a negotiator, not a frontline combatant). The encounter takes place in Darkstar's main docking corridor—a wide space with cargo containers, refueling stations, and exposed piping overhead. If combat breaks out, several neutral dock workers scatter for cover, and station security will be called, but will not arrive until after the skirmish resolves (at least 3-4 rounds in). This scene has two outcomes: (1) The party negotiates and learns that the Collector is bidding for the Puzzlebox, or (2) the party fights, defeats or drives off the mercenaries, and must deal with the complication of a fighting incident on Darkstar (which could delay their meeting with Mara Knight or cause unwanted official attention).
DM Notes
Skill check for negotiation: DC 14 Charisma (Persuasion) or (Deception) to learn Hex's employer is called "the Collector" and wants the Puzzlebox. Hex will not divulge the Collector's identity or location, only that "they have deep pockets and patient hands." If the party fights: Use one Bandit Captain and two Mercenary Operatives (reskinned Cultists with upgraded armor: AC 14, HP 27 each, armed with pulse rifles dealing 2d6+2 damage). Hex has AC 16, HP 45, fights with a smart-linked plasma pistol (2d8+3 damage, +4 to hit). She will use cover and does not engage melee. If the party is winning, Hex calls a retreat and the mercenaries disengage, fleeing deeper into the station (they can be tracked but not easily caught). Emphasize that the combat is loud and draws attention—dock workers call security, but Darkstar's understaffed security response means a 3-4 round delay before anyone official arrives to investigate. If arrested or detained by security, the party must explain themselves to Commander Vex (gruff human, doesn't trust spacers) and potentially miss their meeting with Mara Knight, or renegotiate timing.
Mara's Office and the First Betrayal
Read Aloud
Mara Knight's office occupies the upper levels of Darkstar's financial district—all exposed circuitry, holographic displays, and the hum of cooling systems. She sits behind a desk of black crystal, her chrome face reflecting your approach. "You made a scene in the docking bay," she says without preamble. "The Collector's agents. They're aggressive this month." She gestures to a chair. "Before we proceed, I need to know: are you certain no one followed you? Can you guarantee the Puzzlebox is still contained?" Her cybernetic eye blinks—a habit that seems purely affectation, since she has no biological need for it. Behind her, floor-to-ceiling windows show Darkstar's sprawling expanse, and you notice movement in the shadows of an adjacent rooftop.
Description
The party meets Mara Knight in her secure office. This scene is predominantly social and investigative, with elements of tension and hidden danger. Mara will confirm that she has the information on Dred Mathis' location (stored in her encrypted neural drive), but before she trades it, she wants absolute confirmation that the Puzzlebox is genuine and undamaged. She will ask the party to produce it for visual inspection (but will not touch it directly—a telling sign of her caution). During this scene, a scout working for the Collector positions themselves on an adjacent rooftop, attempting to get visual confirmation of the Puzzlebox before making a final bid. A DC 16 Wisdom (Perception) check will allow one party member to notice the glint of a rangefinder scope on the building across from Mara's office. If the party alerts Mara, she will immediately activate counter-surveillance measures and accelerate the timeline—she will complete the trade immediately and eject the party from her office, worried that a second buyer showing up has made the situation too dangerous. Additionally, Mara will drop a crucial detail: she doesn't know what the Puzzlebox truly is, only that it matches a collector's description. She suspects it's dangerous—"Old things locked away usually are"—but has no specific knowledge of the demonic curse. This is the party's chance to ask pointed questions and gather more intel on what they're carrying. If the party seems concerned about the curse, Mara will admit that she's heard rumors of items that "mark the soul" but dismisses them as superstition. However, her tone suggests she doesn't entirely believe her own dismissal.
DM Notes
Skill checks: DC 16 Wisdom (Perception) to notice the sniper/scout on the adjacent rooftop. DC 14 Insight to read Mara's genuine discomfort with the Puzzlebox (she knows more than she's saying but won't fully divulge it). DC 14 Arcana to confirm that the Puzzlebox radiates faint abjuration and transmutation magic, consistent with a wish-granting artifact, but also something older and more malign. If the party produces the Puzzlebox, describe it in detail: a cube of dark, lacquered wood with inlaid silver sigils, perfectly balanced, weighing more than it should. Its surface is cool to the touch and seems to absorb light rather than reflect it. The sigils rearrange slightly when no one is looking directly at them (DC 15 Perception to catch this). Mara will transfer the encrypted drive data to the party after the trade is complete—the data will take several hours to decrypt, but contains precise coordinates for the Revenge, Dred Mathis' last known movements, and intelligence on his crew. If the party is attacked or threatened during this scene, Mara will provide covering fire from a hidden arsenal (she keeps weapons concealed in her office) and will demand full payment plus a 20% danger bonus.
The Veliss Orun Intelligence Broker
Read Aloud
You're halfway back to your ship when a transmission crackles over your private channel—the one only Veliss Orun has ever used. "Your meeting with Mara concluded. I trust it was profitable." Her voice carries the formal tone of Aeon military protocol, but there's something else beneath it—urgency masked by professionalism. "I must speak with you. Not here. Not recorded. There is a neutral location on Darkstar's industrial sector—the Rust Garden, section 9. Alone, if possible. Thirty minutes. I have information that may interest you regarding both your artifact and your... mutual quarry." The line goes silent, but you can still hear the soft hiss of her breathing.
Description
Veliss Orun reaches out to the party via secured comm, requesting a clandestine meeting. She is careful not to be overheard by her Aeon superiors and is willing to provide additional intelligence about Dred Mathis in exchange for periodic updates on the party's progress toward him. This scene is a negotiation and relationship-building opportunity. Veliss will not directly provide the party with additional combat support or resources (her command forbids it), but she can offer intelligence, tactical advice, and early warning systems if they are being tracked. The Rust Garden is a derelict industrial sector of Darkstar—abandoned manufacturing platforms, rusted cargo containers, and automated systems that have fallen into disrepair. It's an ideal location for a secret meeting because it's monitored only by deteriorating automated cameras (which Veliss has already disabled). However, arriving at this location creates a risk: if the Collector's agents are still tracking the party, they may pursue them here and attempt to ambush during the meeting. Veliss will reveal that she knows the Collector has made an aggressive bid for the Puzzlebox, that at least two other intelligence networks are now aware of its presence on Darkstar, and that the Aeon Empire's own command structure suspects something valuable is in play. She will urge the party to leave Darkstar as soon as possible, and will offer encrypted communication codes so they can contact her if they encounter Dred Mathis or learn anything critical about his operations.
DM Notes
Skill checks: DC 14 Wisdom (Insight) to sense that Veliss is genuinely concerned for the party's safety, not just pursuing Aeon interests. DC 16 Intelligence (Investigation) to notice that Veliss has deliberately chosen a location with disabled surveillance—a sign she's willing to risk her career to help. If the party arrives at the Rust Garden and sweeps for surveillance, they will find two Collector's agents attempting to position themselves for observation (DC 15 Perception or Investigation to detect them). The agents are not there for combat but for intelligence gathering; if discovered, they will attempt to flee rather than fight. Veliss can help the party eliminate or evade these agents if the party alerts her (she is equipped with a military-grade plasma rifle and combat implants, stat her as a high-level NPC warrior, AC 17, HP 78, with +7 to hit ranged attacks dealing 2d10+4 damage). The meeting should take 10-15 minutes of roleplay, during which Veliss provides crucial tactical and strategic information: the Aeon outpost locations already stolen by the party are regions where Dred Mathis has confirmed activity; his crew numbers around 40-60 personnel; he has been stealing specific high-value technology, suggesting he's working toward a larger goal. Veliss suspects Mathis is building toward something—either a weapon, a ship upgrade, or a vendetta. She will ask the party to keep her informed and will provide a secure communication method that cannot be traced by either the Aeon Empire or civilian intelligence networks.
The Collector's Docking Bay Interception
mediumMonsters
Tactics
The mercenaries (Cultist-equivalent reskins) provide covering fire from behind cargo containers and refueling stations, using the environment for half cover (+2 AC). Hex positions herself on an elevated catwalk, using her pulse rifle for ranged attacks and calling out tactical adjustments to her team. She prioritizes keeping distance and will command the mercenaries to focus fire on the party's most obvious spellcaster or the character carrying the Puzzlebox. If either mercenary drops to 50% HP, Hex will order a tactical withdrawal, using smoke grenades (which create areas of heavy obscurement lasting 3 rounds) to cover the retreat. Hex herself will not engage in melee under any circumstances—she will flee to a nearby maintenance access shaft if cornered, using her superior augmentation to move quickly. The mercenaries will fight to the death or until ordered to retreat, but are not fanatically loyal—they can be intimidated with a DC 14 Strength or Charisma check into breaking formation and fleeing early.
Terrain
Darkstar docking bay with large cargo containers (providing three-quarters cover), refueling stations (flammable—attacks hitting them deal an extra 1d6 fire damage to nearby creatures), and overhead piping. The area is 60 feet wide and 80 feet long. Neutral dock workers are present (they will scatter on first sign of violence and hide in secure areas, providing no combat value but creating witnesses to the incident). Environmental feature: An active refueling pump can be ruptured with a DC 12 Dexterity (Acrobatics) check or a ranged attack roll, creating a 20-foot radius of difficult terrain and fire hazard for 3 rounds (creatures entering or starting their turn in the area take 2d6 fire damage).
The Rust Garden Ambush
mediumMonsters
Tactics
These are two Collector's agents positioned for intelligence gathering, not direct combat. They use long-range observation equipment and will attempt to retreat if discovered. They have orders to avoid direct confrontation and will flee if combat seems likely. If cornered, they will fight defensively, using hit-and-run tactics and environmental cover. They communicate via encrypted radio and will call for backup if the situation escalates (Hex and another team will arrive in 6 rounds, providing reinforcement). The scouts prefer to observe from distance—they will occupy elevated positions (rusted catwalks, container tops) and use ranged weapons (pulse rifles, 2d6+2 damage) with excellent sightlines. If the party detects them before combat starts, a DC 16 Charisma (Intimidation) check or a superior position will cause them to surrender and provide information about the Collector's operations on Darkstar.
Terrain
The Rust Garden is a derelict industrial section with three-story-tall cargo containers (providing excellent cover), rusted walkways (requiring DC 12 Dexterity (Acrobatics) checks to cross at full speed, or 5 feet of movement cost double), and deteriorated automated manufacturing equipment. Piles of scrap metal create difficult terrain. An automated crane overhead is malfunctioning and can be triggered to swing equipment across a 30-foot arc (DC 14 Dexterity save to avoid 2d10 bludgeoning damage). The space is approximately 100 feet by 100 feet. Veliss Orun is present and will provide support if the party is heavily outnumbered or in danger—she fights using a plasma rifle (2d10+4 damage, +7 to hit, AC 17, HP 78). However, she will prioritize protecting the party over pursuit.
Treasure & Rewards
An encrypted data package transferred from Mara Knight's neural implant. Contains precise coordinates for the Revenge, crew roster, recent movement patterns, known associates, and financial transactions. Will take 4-6 hours to decrypt with proper equipment. Invaluable for locating Dred Mathis.
A data chip detailing the Collector's offer for the Puzzlebox. Offers 200,000 credits, passage on a private vessel, and 'discrete relocation assistance.' Also lists three other interested parties and their bids. Reveals the scale of the market for dangerous artifacts.
A military-grade encrypted communication module that allows the party to contact Veliss Orun directly and securely. Cannot be traced by civilian or Aeon Empire networks. Provides advantage on all attempts to gather intelligence from Aeon sources or to predict Aeon responses to party actions.
Compensation paid by Mara Knight and recovered from defeated Collector's agents. Covers emergency repairs, restocking supplies, and bribery of dock officials.
A cube of dark lacquered wood with inlaid silver sigils, perfectly balanced and unnaturally heavy. Radiates faint abjuration and transmutation magic. Said to grant one of six types of wish to those who solve its puzzle. However, failed attempts to open or solve it invoke a terrible curse: the soul becomes marked, and demonic entities that feed on pain will be drawn to hunt the marked individual for eternity. The sigils rearrange themselves when unobserved. None of the party has dared to attempt opening it. Value: priceless to collectors, terrifying to any who understand its true nature.
Story Hooks
The Puzzlebox has drawn the attention of multiple factions—the Collector's agents are now hunting the party across Darkstar and beyond. Veliss Orun's assistance suggests the Aeon Empire knows more about Dred Mathis than they initially revealed and may expect the party to do their dirty work. The encrypted data on Dred Mathis will lead to a confrontation on the Revenge, where the party may learn why he framed Zebediah and unleashed the plague on Triaxus. The true nature of the Puzzlebox and why the Collector wants it so badly remains a mystery—one that may tie directly into the party's vendetta against Dred Mathis.
Conclusion
Wrap Up
With Mara Knight's encrypted data in hand and Veliss Orun's secure communications array safeguarded, the party has successfully navigated the treacherous politics of Darkstar station. They have the location of the Revenge and the intelligence needed to track Dred Mathis. However, they have also revealed that they possess the Puzzlebox to at least three separate factions: Mara Knight (who views it as leverage), the Collector (who will stop at nothing to acquire it), and Veliss Orun (who suspects it is the key to understanding something larger at work). As the party returns to their ship and prepares to decrypt Mara's data, they have mere hours before the Collector's forces regroup and attempt a more aggressive retrieval. The clock is ticking, and the artifact itself pulsates with an almost sentient hunger, as if it knows it is being hunted.
Cliffhanger
As the party enters their ship's hold to stow the Puzzlebox, they notice something that makes their blood run cold: fresh scratch marks on the containment case, and a faint scent of sulfur and burning flesh in the air. Security feeds show no breach, no intrusion, and no explanation. The Puzzlebox itself seems to hum with satisfaction, its sigils glowing with a faint amber light that was not present before. Something has been trying to reach the artifact from beyond, and it has been listening to every moment of the party's negotiations on Darkstar. The question is: what, and how much longer can they keep it contained?
Next Session Hooks
- Decrypt Mara Knight's data and set course for the Revenge, but the party discovers that the coordinates point to a location in contested space controlled by pirate lords and rogue Aeon outposts—they will need allies or significant subterfuge to approach safely.
- The Collector's agents regroup for a more aggressive offensive on the party's ship itself—a multi-stage pursuit through nearby asteroid fields and space stations as the Collector becomes personally invested in recovering the Puzzlebox before it can be destroyed or used.
- Veliss Orun contacts the party with urgent intelligence: the Aeon Empire has classified the Puzzlebox as a 'Forbidden Relic' and sent two Aeon military vessels to track and intercept the party. Veliss offers to help them evade Empire forces, but only if they agree to share intelligence about Dred Mathis' ultimate goal and the reason he stole Aeon technology.
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