Campaign flow

Prelude

Chap 2

✅ MQ1 — “Welcome to My Domain”

Location: Dr. Aurion Lanoir’s facility
Goal: Establish threat, mission, and urgency

Core beats

  • PCs wake restrained / hooded / sensory horror lab vibe

  • Dr. Lanoir welcomes them like they’re “employees”

  • He explains: retrieve Black Memory Crystal before Azalesia forces

  • Rune-bomb threat / compliance device is shown (or implied)

  • Then: release into the wild (airdrop)

Gremlin spice

  • Dr calls it “a deadline with teeth.”

  • He offers them one item each (bait: “I’m not cruel”)—but the item is useful… and suspiciously pre-planned.


✅ MQ2 — “Cold Drop, Warm Blood”

Location: wilderness outskirts near Braukstahl
Goal: survival + direction + first signs of being hunted

Core beats

  • Airdrop into deep forest / mud / rain / ash-snow mix

  • They realize Braukstahl lights/industry haze is visible in distance

  • They must move before night gets worse

Gremlin spice

  • They hear a distant foghorn from the port at night like a whale crying

  • Small clue: they find a ruined checkpoint with elf arrows embedded in corpses


✅ MQ3 — “Braukstahl Eats the Lost”

Location: Braukstahl (port city)
Goal: investigation + social pressure + exploitation

Core beats

  • PCs enter Braukstahl: slums, market, cranes, rail yards

  • They ask for “Black Memory Crystal” info → people laugh, dodge, or get nervous

  • Eventually they meet a scammer who “knows a guy”

Gremlin spice

  • The scammer asks for something personal:
    “Hand over your name. Not your ID. Your real one.”
    (creepy foreshadowing for memory/soul theme)


✅ MQ4 — “Bad Deal, Worse Consequences”

Location: market back-alley / dockside shack
Goal: fight + consequences + no answers

Core beats

  • Scam goes sideways

  • PCs beat him up / threaten / chase

  • He still doesn’t know anything real

  • PCs leave frustrated—still stuck

Gremlin spice

  • When he’s terrified, he blurts:
    “People who look for that thing… end up sleeping wrong.”


✅ MQ5 — “Railgrave Gathering”

Location: Braukstahl train yard
Goal: introduce the real horror thread + train arrival scene

Core beats

  • PCs wander into train yard

  • Big crowd: shouting, chaotic, desperate to board

  • Everyone is angry at delays, someone yelling about raids

Gremlin spice

  • A loudspeaker crackles:
    “Delay… due to… containment event.”
    Nobody reacts like it’s normal. That’s the scary part.


✅ MQ6 — “You Sleep, You Die”

Location: platform / train arrival
Goal: deliver the payload NPC + the bunker story

Core beats

  • Train arrives

  • A survivor steps out—deranged, shaking

  • Repeats: “You sleep, you die… you sleep, you die…”

NPC info drop (broken, fragmented)

  • Elves appeared

  • fighting

  • dead everywhere

  • hid in bunker

  • something woke up

  • it hunts them in sleep

  • they locked themselves in

  • one by one they fell asleep and died screaming

Clue detail

  • He’s been awake 4 days

  • Strange marking on his neck (infection / sigil / bite / needle trace)


✅ MQ7 — “The Crash”

Location: rail yard exit
Goal: confirm threat is REAL + push the next destination

Core beats

  • NPC stumbles away

  • Mid-sentence… he nods off

  • Horrific death (fast, disturbing, unnatural)

Gremlin spice options (choose ONE)

  • His eyes flood black and he chokes on words he didn’t speak

  • His shadow moves wrong right before he dies

  • A faint whisper comes from his mouth:
    “Solace is mandatory.”


✅ MQ8 — “Northbound”

Location: travel decision point
Goal: player agency + transition to Molnikov Core

Options

  • Train (2 days): faster, tense, cramped

  • Ship (3 days): fog, smugglers, creeping dread

Gremlin spice

  • If they sleep on the way: nightmares, exhaustion penalties, paranoia RP

  • If they stay awake: hallucinations + tension between PCs rises

(You can keep it light Saturday and treat travel as a montage.)


✅ MQ9 — “Molnikov Core: The Cold Answer”

Location: Molnikov Core
Goal: investigation + confirm Solace Reliquary lead

Core beats

  • They arrive to harsh, militarized cold city

  • They chase rumors: “clean kills”, “sealed ward”, “Reliquary route markers”

  • Eventually get pointed to: Solace Reliquary

Gremlin spice

  • A Frostguard warns them:
    “Don’t bring that nightmare back here.”


✅ MQ10 — “Solace Reliquary”

Location: dungeon entrance + interior
Goal: reveal the massacre + begin horror dungeon

Core beats

  • Battle marks everywhere

  • dead humans + elves

  • smashed defenses

  • dragged bodies

  • alarms frozen mid-scream

  • PCs descend

This is where your dungeon vibe hits:
icy, creepy, ominous, broken equipment, mushrooms, bodies, weird plants.


✅ MQ11 — “Mad Max”

Location: boss chamber
Goal: unavoidable climax

Core beats

  • Mad Max awakens

  • PCs fight

  • it’s brutal

  • it doesn’t stop

  • it learns them mid-fight

  • All PCs die.


✅ MQ12 — “DOT’s Last Light” (Epilogue)

Location: final moments in the chamber
Goal: emotional sting + future payoff seed

Core beats

  • DOT drone tries to save one PC at the end

  • Fails

  • DOT is destroyed beside them

  • Silence

Campaign tie-in (future payoff)
Years later in main campaign, party returns, finds:

  • old bodies

  • DOT wreck

  • memory core replay scene

That’s your feel nuke time capsule. 😭🖤


👹 Tiny Gremlin Add-on (optional, but JUICY)

When the memory core replays later, include one DOT line like:

“Subject not authorized for termination…
…but I’m doing it anyway.”

BAM.
Players will melt.