Campaign flow

Prelude

Chap 2-1

🎭 Prelude One Shot — The Black Memory

✅ Saturday DM Cheat Sheet (MQ Run Sheet)

🎲 General Running Notes

  • Keep pace fast in Braukstahl, slow + creepy at the train scene, then tight in Molnikov → Reliquary.

  • This one-shot is designed to end in a wipe. Don’t hide it—make it feel earned.


✅ MQ1 — Dr. Lanoir Welcome / Release

What to say (key lines):

  • “Welcome. You’re not prisoners. You’re assets.”

  • “Retrieve the Black Memory Crystal before the elves do.”

  • “Fail, and your hearts will stop on schedule.”

Rolls to call:

  • Insight (DC 12–15): Dr is calm because he’s already won.

  • Medicine/Arcana (DC 13): the rune-bomb is real + lethal.

  • Perception (DC 12): lab smells like sterilization + burnt metal.

Outcome: Drop them. No fighting here.


✅ MQ2 — Wilderness Drop (near Braukstahl)

What to say:

  • “Wind like knives. Trees like broken ribs.”

  • “Far away: cranes… smoke… orange lights.”

Rolls:

  • Survival (DC 12): pick safe route, avoid swamp/ice.

  • Con save (DC 10): cold fatigue (only 1 check, don’t drag it).

  • Perception (DC 13): distant foghorn + faint gunfire.

Gremlin add-on: A dead patrol site with elf arrows.


✅ MQ3 — Braukstahl Arrival (market + port)

What to say:

  • “Everything is moving: cargo, people, rumors.”

  • “Nobody asks your name. They ask what you’re worth.”

Rolls:

  • Investigation (DC 12): find where info is traded (market hub).

  • Persuasion/Intimidation (DC 13): get people to talk.

  • Streetwise variant: let any creative approach work.

Outcome: Point them to the scammer.


✅ MQ4 — Scammer Encounter (fight / chase)

What to say:

  • “Ohhh you want the Black Crystal? You’re lucky—I just happen to know—”

Rolls:

  • Insight (DC 11): he’s lying fast.

  • If combat: quick brawl, 2–3 rounds max.

  • If chase: Athletics/Acrobatics (DC 12).

Result: No real clue from him, but he drops one line:

  • “People who chase that thing… they sleep wrong.”


✅ MQ5 — Train Yard Crowd

What to say:

  • “A crowd packed tight like a riot waiting to happen.”

  • “Everybody’s angry. Everybody’s scared.”

Rolls:

  • Perception (DC 12): overhear key phrases: “Molnikov… bunker… sleepers.”

  • Insight (DC 12): this isn’t normal “late train” chaos—this is panic.


✅ MQ6 — “You sleep, you die” Survivor arrives

What to say:

  • “He steps off like a ghost that forgot to die.”

  • “He’s shaking. Eyes wrecked. Voice stuck on one sentence.”

Rolls:

  • Medicine (DC 12): exhaustion + sleep deprivation, 4+ days awake.

  • Arcana/Religion (DC 13): neck marking is sigil-like, not natural.

  • Persuasion (DC 12): get him to say more.

Key info (broken):

  • elves arrived → battle → bunker → something woke → it hunts sleepers.


✅ MQ7 — NPC Death (the horror proof)

What to say:

  • “He blinks. His body goes still—like a switch turned off.”

  • “Then it happens wrong.”

Rolls:

  • Perception (DC 10): see it clearly (don’t hide the moment).

  • Wis save (DC 12): hold composure / avoid fear spike.

Clue: marking briefly glows / spreads / twitches right before death.


✅ MQ8 — Travel Choice

Let them choose:

  • Train (2 days) faster

  • Ship (3 days) moodier

Rolls (light):

  • Con save (DC 10): fatigue management (1 check total).

  • If they sleep: nightmare flavor (no mechanics unless you want).


✅ MQ9 — Molnikov Core Investigation

What to say:

  • “The city is a furnace pretending to be civilization.”

  • “Warmth is controlled. Information is weaponized.”

Rolls:

  • Investigation (DC 12): find black market / Frostguard rumors.

  • Persuasion (DC 13): convince someone to talk.

  • Intimidation (DC 13): works too, but earns attention.

Outcome: points them to Solace Reliquary.


✅ MQ10 — Solace Reliquary Approach

What to say:

  • “A door meant to survive the end of the world… and it did.”

  • “The air inside is too still. Too clean. Too wrong.”

Rolls:

  • Perception (DC 13): signs of battle, dragged corpses, broken defense lines.

  • Arcana (DC 12): residue = psionic echo contamination.


✅ MQ11 — Boss: Mad Max (TPK)

Boss tone: relentless, machine logic, adapts fast.

Rolls:

  • Keep it simple: big hits, brutal pressure.

  • “It doesn’t roar. It executes.”

Outcome: wipe.


✅ MQ12 — DOT Epilogue (the emotional knife)

What to say:

  • “Something small moves… not to kill you.”

  • “To help.”

  • “Too late.”

DOT tries to save 1 PC, dies with them.


🎭 NPC Pack (2–3 Characters)

1) Rikk “Brine-Smile” Voss (Braukstahl Scammer)

  • Personality: greasy charm, fast talk, coward with a sharp tongue

  • Quirk: calls everyone “boss” and never uses real names

  • Line: “Trust me… I’m a professional liar.”

2) Havel Rudenko (Train Survivor)

  • Personality: shattered, twitchy, broken lucid moments

  • Quirk: repeats phrases like a curse

  • Line: “You sleep… you die…”

3) Frostguard Warden Saria Volk (Molnikov Contact)

  • Personality: cold, efficient, not cruel—just done caring

  • Quirk: speaks in short commands

  • Line: “Don’t bring that nightmare back here.”


🧭 3 Non-Railroad Clues that Point to Molnikov

Use any combo so players feel smart:

  1. The Neck Marking

  • Looks like a clinic stamp/sigil used in Molnikov quarantines.

  1. Train Manifest Scrap

  • A torn cargo/passenger slip says:
    “MOLNIKOV CORE — RELIQUARY ROUTE MARKER 7”

  1. Rumor Network

  • Everyone in Braukstahl agrees on one thing:
    “If it’s sickness, sleep-curse, or bunker horror… Molnikov has seen it first.”