Adventure // Individual
Solo Adventure: Peacekeeper Raid
SOLO MODULE
SECTION // 01 . SCENARIO
Adventure Primer:
While navigating the busy avenues of Trgovan Square, sudden shouts break out as an aggressive enforcement action spills into the market streets. Choose how you react to the initial commotion before stepping into Scene 1:
- Option A (Direct Intervention): Engage the aggressive squad of Redvakt Peacekeepers directly using tactical combat stats appropriate for your level (e.g., 1 Peacekeeper Captain and 2 Peacekeeper Guards). Once defeated or driven back, proceed to Scene 1.
- Option B (Evasion & Stealth): Avoid direct combat. Make a DC 13 Dexterity (Stealth), Wisdom (Perception), or Charisma (Deception) check. On a success, you slip into the crowd and avoid initial injury. On a failure, deduct 2d6 Hit Points or spend one 1st-level (or higher) Spell Slot to represent injuries sustained during the panic before entering Scene 1.
Scene 1: Trgovan Square Raid
Section 1: Scene & Focus Points
Shouts, splintering wood, and screaming civilians shatter the routine noise of Trgovan Square. Heavy armored Redvakt Peacekeepers, the personal police force of Ondoros Rouis, King of Liekia, advance through the market, kicking down stall doors and dragging merchants into the cobblestone streets. Midst the chaos, a wounded figure stumbles out of the alleyway toward you, clutching a heavy oilskin bundle.
- The Wounded Agitator: A bleeding, desperate insurgent fleeing from the Peacekeeper Raid, holding a wrapped satchel close to their chest.
- The Redvakt Search Squad: A disciplined unit of Peacekeepers under Ondoros Rouis, King of Liekia, aggressively sweeping the square.
- The Crowded Market Avenues: A chaotic maze of overturned fruit carts, narrow alleys, and fleeing throngs of people offering cover and escape routes.
Section 2: Action Mapping & Resolution Ledger
Declare your action and chosen approach (using any skill, spell, tool, or attribute from your character sheet):
- Skill / Tool Checks: Roll 1d20 + Modifier and match your total to the corresponding target Focus Point.
- Spell Slots (1st Level+): Expending a spell slot that directly and logically resolves a Focus Point (e.g., Misty Step or Invisibility) automatically grants the ≥ 20 Result Entry without a roll.
- Cantrips: Roll a Spellcasting Ability Check (1d20 + Spellcasting Mod) and match your total result.
| Target Focus Point | Result & Outcome Mapping |
|---|---|
| The Wounded Agitator | Total ≤ 9: Entry 101 | 10-14: Entry 102 | 15-19: Entry 103 | ≥ 20: Entry 104 |
| The Redvakt Search Squad | Total ≤ 9: Entry 105 | 10-14: Entry 106 | 15-19: Entry 107 | ≥ 20: Entry 108 |
| The Crowded Market Avenues | Total ≤ 9: Entry 109 | 10-14: Entry 110 | 15-19: Entry 111 | ≥ 20: Entry 112 |
Scene 2: Evading the Dragnet
Section 1: Scene & Focus Points
Having broken line of sight with the initial raid, you find temporary shelter in a quiet alcove. You hold the agitator's oilskin satchel. The city is under heavy lockdown, and you have a strict 14-day timeline from the trigger event to resolve this crisis before inquisitors track down the device or the plot unfolds unguided.
14-Day Timeline Tracker (Mark off days as instructed)
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- The Oilskin Satchel & Contents: The mysterious bundle handed to you during the panic, humming softly with magical energy.
- The Docks Ward Back-Alleys: The shadowed, damp footpaths leading toward the waterfront districts.
- The Royal Timber Storehouse: The heavily fortified waterfront timber reserve guarded by Crown forces.
Section 2: Action Mapping & Resolution Ledger
Declare your action and chosen approach (using any skill, spell, tool, or attribute from your character sheet):
- Skill / Tool Checks: Roll 1d20 + Modifier and match your total to the corresponding target Focus Point.
- Spell Slots (1st Level+): Expending a spell slot that directly and logically resolves a Focus Point (e.g., Identify or Locate Creature) automatically grants the ≥ 20 Result Entry without a roll.
- Cantrips: Roll a Spellcasting Ability Check (1d20 + Spellcasting Mod) and match your total result.
| Target Focus Point | Result & Outcome Mapping |
|---|---|
| The Oilskin Satchel & Contents | Total ≤ 9: Entry 201 | 10-14: Entry 202 | 15-19: Entry 203 | ≥ 20: Entry 204 |
| The Docks Ward Back-Alleys | Total ≤ 9: Entry 205 | 10-14: Entry 206 | 15-19: Entry 207 | ≥ 20: Entry 208 |
| The Royal Timber Storehouse | Total ≤ 9: Entry 209 | 10-14: Entry 210 | 15-19: Entry 211 | ≥ 20: Entry 212 |
Scene 3: Crossroad of the Conspiracy
Section 1: Scene & Focus Points
You have gathered sufficient intelligence regarding the ignition core and the traditionalist conspiracy. The time has come to make your final choice. Select exactly ONE focus point below to commit your allegiance.
- Milo Breznik (Lozera Haven): Seek out the traditionalist cell leader in the Docks Ward hideout to deliver the core and join the rebellion.
- Ondoros Rouis, King of Liekia: Seek out the monarch directly to surrender the core and crush the insurrection.
Section 2: Action Mapping & Resolution Ledger
Choose your side by selecting only one Focus Point below and declaring your approach:
- Skill / Tool Checks: Roll 1d20 + Modifier and match your total to your chosen Focus Point.
- Spell Slots (1st Level+): Expending a spell slot that directly resolves your chosen path automatically grants the ≥ 20 Result Entry.
- Cantrips: Roll a Spellcasting Ability Check (1d20 + Spellcasting Mod) and match your total result.
| Target Focus Point | Result & Outcome Mapping |
|---|---|
| Milo Breznik (Lozera Haven) | Total ≤ 9: Entry 301 | 10-14: Entry 302 | 15-19: Entry 303 | ≥ 20: Entry 304 |
| Ondoros Rouis, King of Liekia | Total ≤ 9: Entry 305 | 10-14: Entry 306 | 15-19: Entry 307 | ≥ 20: Entry 308 |
Resolution Entries
Scene 1 Resolutions (Entries 101-112)
101
You fumble as the wounded agitator stumbles into you. Redvakt guards catch up and strike out with batons before dragging the insurgent away. Take 2d6 bludgeoning damage, but you manage to retain the oilskin satchel slipped into your hands during the scuffle. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
102
The agitator shoves the oilskin satchel into your arms with a desperate gasp before being tackled and dragged away by Peacekeepers. You secure the package safely. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
103
You expertly cushion the wounded agitator's fall, catching the oilskin satchel smoothly. Before being seized by guards, the rebel urges you to keep it from the Crown. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
104
With incredible reaction speed, you pull the wounded agitator into the shadow of a stall. Before passing out, they press the oilskin satchel into your hands and urge you to find Lozera Haven. You gain a +1d4 modifier die on your next check in Scene 2. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
105
A Redvakt patrol spots you standing near the agitator and moves aggressively to inspect you. You duck into a nearby doorway to avoid their reach, taking 1d6 piercing damage from a stray crossbow bolt as they fire into the crowd. The guards lose track of you in the market surge, allowing you to remain hidden in Trgovan Square. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
106
Overhearing shouts from the patrol officers as they seize nearby stalls, you learn that Ondoros Rouis, King of Liekia, has ordered the confiscation of specific magical items to thwart a suspected coordinated plot by traditionalist agitators against the monarchy. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
107
Intercepting a discarded royal proclamation writ dropped by an advancing squad officer, you read that the Crown believes agitators are actively assembling volatile magical components across the city. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
108
You lift a discarded Peacekeeper patrol ledger dropped in the panic, gaining detailed insight into Redvakt squad routes across Skalan. You gain a +1d4 modifier die to add to any checks made on The Docks Ward Back-Alleys in Scene 2. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
109
You trip over a smashed vendor cart in the panicking crowd, taking 1d4 bludgeoning damage as people rush past. You regain your footing in the alleyway. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
110
You navigate through throngs of people in Trgovan Square, slipping cleanly past market stalls and breaking line of sight with pursuing guards. You may continue to investigate any remaining Focus Points in Scene 1. ↩ Back to Scene 1
111
Using the chaotic crowd as cover, you weave through side passages into a secluded courtyard, completely evading all search squads. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
112
You execute a flawless escape through back alleys, leaving no trace for Peacekeepers to follow. Having cleared the immediate search area without suspicion, you are positioned to navigate the market freely. You may remain in Scene 1 to investigate remaining Focus Points, or proceed directly to Scene 2. ↩ Back to Scene 1 Proceed to Scene 2 ↪
Scene 2 Resolutions (Entries 201-213)
201
You unwisely tamper with the satchel's contents without precautions. A faint magical arc discharges from inside, dealing 1d6 force damage to you and delaying your inspection. Advance the timeline by 1 day. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may attempt another check on this Focus Point, or continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
202
Unwrapping the satchel reveals a volatile, unstable magical ignition core alongside a revolutionary manifesto. The manifesto contains urgent orders signed by a cell leader named Milo Breznik, operating out of Lozera Haven in the Docks Ward. You may continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
203
Analyzing the manifesto reveals detailed schematics of the royal timber storehouse and explicit warnings that the Crown is hunting ignition cores to stop an upcoming arson plot. You confirm Milo Breznik's hideout location at Lozera Haven. You may continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
204
You decipher every operational detail within the manifesto: the core is meant for a coordinated strike against the royal timber storehouse, and Milo Breznik commands the operation from Lozera Haven. You gain a +1d4 modifier die on all checks made in Scene 3. You may remain in Scene 2 to investigate remaining Focus Points, or proceed directly to Scene 3. ↩ Back to Scene 2 Proceed to Scene 3 ↪
205
You turn down a narrow street and stumble into a Peacekeeper blockade. Take 2d6 bludgeoning damage in the scuffle before escaping into the alleys. A city wide alert is raised and your description is posted. You must lay low in a safe house for 3 days to avoid arrest while waiting for guard vigilance to die down. Advance the timeline by 3 days. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may attempt another check on this Focus Point, or continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
206
You navigate through the fog shrouded back alleys of the Docks Ward. To keep a low profile and avoid active patrols, you move only under cover of darkness, taking 3 days to safely reach your destination. Advance the timeline by 3 days. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may remain in Scene 2 to investigate remaining Focus Points, or proceed directly to Scene 3. ↩ Back to Scene 2 Proceed to Scene 3 ↪
207
Using knowledge of local street paths, you slip past guard posts while keeping a low profile, reaching the perimeter of Lozera Haven in 2 days. Advance the timeline by 2 days. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may remain in Scene 2 to investigate remaining Focus Points, or proceed directly to Scene 3. ↩ Back to Scene 2 Proceed to Scene 3 ↪
208
You seamlessly skirt all city checkpoints via underground smuggler culverts while keeping a low profile, reaching Lozera Haven in 1 day. Advance the timeline by 1 day. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may remain in Scene 2 to investigate remaining Focus Points, or proceed directly to Scene 3. ↩ Back to Scene 2 Proceed to Scene 3 ↪
209
You scout too close to the royal timber storehouse and trigger a perimeter alarm string. Sentry bowmen fire into the dark, dealing 2d6 piercing damage. Advance the timeline by 1 day as you fall back to reset your approach. Ensure your total timeline does not exceed 14 days (if exceeded, proceed to Entry 213). You may continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
210
You observe the royal timber storehouse from a roof. High wooden gates and heavy Peacekeeper sentry shifts guard the massive timber reserve, verifying the extreme strategic value of this target. You may continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
211
You map the sentry patrol rotations at the timber storehouse, identifying blind spots in the waterfront defense grid where an ignition core could be placed undetected. You may continue to investigate any remaining Focus Points in Scene 2. ↩ Back to Scene 2
212
You discover a secret drainage breach beneath the timber storehouse pier. If you choose to assist the traditionalists in Scene 3, this entry grants a +1d4 modifier die to execute the plan cleanly. You may remain in Scene 2 to investigate remaining Focus Points, or proceed directly to Scene 3. ↩ Back to Scene 2 Proceed to Scene 3 ↪
213
Timeline Expired: More than 14 days have elapsed since the trigger event. Left unguided, the traditionalist cell triggers a premature detonation of a secondary device. Royal inquisitors trace the specialized magical components directly back to the cell's logistics network. The hideout at Lozera Haven is raided, and three dozen traditionalists are publicly executed in Skalan. Widespread civil discontent following the executions doubles Peacekeeper guard patrols across the city, and trade routes are choked, increasing all market prices in Skalan by 20%. Adventure End.
Scene 3 Resolutions (Entries 301-308)
301
Opposing the Crown (Fumbled Contact): You locate Lozera Haven but approach clumsily, causing extremely wary rebel sentries to mistake you for a Crown spy. Weapons are drawn and you take 2d6 slashing damage in the tense confrontation. Through quick talking, you manage to convince Milo Breznik to hear you out and present the ignition core. Though still guarded and suspicious, Milo comes around to accept the device. Joined by his co-conspirators, the cell sets a nearby royal timber storehouse ablaze, pulling Peacekeeper patrols away to manage the crisis. You gain permanent access to Lozera Haven as a safehouse. Adventure Complete.
302
Opposing the Crown: You locate Milo Breznik at Lozera Haven and deliver the ignition core. Joined by his co-conspirators, the cell successfully sets a nearby royal timber storehouse ablaze! As flames engulf the facility, Redvakt Peacekeepers are pulled away from their urban posts to manage the crisis, reducing patrols throughout the city. You gain permanent access to Lozera Haven as a safehouse. Adventure Complete.
303
Opposing the Crown: You present the ignition core and tactical schematics to Milo Breznik. The storehouse arson plot is executed with master precision. Peacekeeper patrols are thrown into total disarray across Skalan, reducing guard presence significantly. You are welcomed as a hero of the traditionalist cause and gain permanent access to Lozera Haven as a safehouse. Adventure Complete.
304
Opposing the Crown (Flawless Conspiracy): You personally assist Milo Breznik in deploying the core. The royal timber reserve burns to ash without a single rebel casualty. Redvakt enforcement collapses across the Docks Ward, and you are named a Master Conspirator, gaining permanent access to Lozera Haven safehouse and receiving a reward of 300 gold pieces from cell coffers. Adventure Complete.
305
Assisting the Crown (Fumbled Surrender): You approach Peacekeeper patrols abruptly with the volatile device. Suspicious inquisitors seize the core and interrogate you roughly (take 1d6 damage). Inquisitors trace the specialized components directly back to Lozera Haven. The hideout is exposed, and three dozen traditionalists are publicly executed in Skalan. Widespread civil discontent following the executions doubles guard patrols and market prices rise by 20% due to choked trade routes. You receive no reward. Adventure Complete.
306
Assisting the Crown: You arrange contact with Ondoros Rouis, King of Liekia, and surrender the ignition core along with Milo Breznik's manifesto. Royal inquisitors trace the logistics network to Lozera Haven, crushing the cell and publicly executing three dozen traditionalists in Skalan. You earn a Royal Commendation from the King. However, widespread civil discontent following the executions doubles guard patrols and increases all market prices in Skalan by 20%. Adventure Complete.
307
Assisting the Crown (Honored Informant): You deliver the core and manifesto directly to Ondoros Rouis, King of Liekia, with clear tactical guidance. The cell hideout is destroyed, and three dozen traditionalists are executed. You earn a Royal Commendation and a Crown bounty of 200 gold pieces. Due to widespread civil discontent following the executions, guard patrols double and market prices in Skalan increase by 20%. Adventure Complete.
308
Assisting the Crown (Hero of the Monarchy): You present the ignition core and complete rebel intelligence directly to Ondoros Rouis, King of Liekia. The arson plot is dismantled cleanly. You earn a Royal Commendation, a 400 gold piece bounty, and a Royal Favor writ signed by the King. Three dozen traditionalists are publicly executed, and widespread civil discontent following the executions doubles guard patrols and raises Skalan market prices by 20% due to choked trade. Adventure Complete.
SYSTEM REFERENCE DOCUMENT // SUPPLEMENT TERMINATED
