Introduction
Tags: Steampunk, Prevent conflict
In the bustling steampunk metropolis of Cogwheel City, a mysterious theft threatens to escalate into a devastating conflict.
As a renowned problem solver, you are enlisted to retrieve the stolen object – an intricate device that could ignite war if misused.
You must navigate the city’s smoky skies and cobbled streets, unravel the machinations of a cunning mastermind, and avert disaster, all while adhering to the peculiar condition that no harm must come to the villain responsible for the unrest.
Goal
Your primary goal is to prevent the looming war by recovering the stolen device and uncovering the mastermind’s true motives.
The special condition in this adventure is that you must achieve your objectives without causing any harm to the villain, a challenge that will test your ingenuity and morality in equal measure.
Along the way, you will need to gather clues, ally with diverse characters, and outwit those who wish to see the conflict ignited.
Starting the Adventure
As dawn breaks over Cogwheel City, you receive an urgent summons to the towering central station, where the city’s chief engineer, visibly distressed, informs you of the theft.
The stolen device, critical to maintaining the peace between rival factions, was last seen in a secured vault.
With tensions rising, you must act swiftly to track down the stolen property and delve into a web of intrigue and deception.
Key Locations
THE GEARFORGED TOWER
"The central tower, constructed entirely from brass and iron, dominates the city skyline. Its clockwork mechanisms are visible through the glass panels that encase the structure."
This towering marvel is not only an engineering feat but also the last known location of the stolen device.
THE SEASPRAY HUT
"Perched alone on the rocky coast, battered by the sea, this isolated hut offers a perfect hideaway. Its weathered wood and rusted metal fittings tell tales of many storms weathered."
Often used by the local fisherfolk, this hut holds secrets pertinent to the smuggling routes that criss-cross the coast.
Characters
EVELYN MARROWS (Master Villain)
Manipulator, cunning, devious, and controlling
"She stands calmly by the window, overlooking the city, her gaze as calculating as the intricate timepieces she adores."
Despite her fears of being overshadowed, Evelyn orchestrates chaos to maintain her grip on power.
JONAS HARROW (Minor Villain I)
Preacher: Apocalyptic, charismatic, ominous
"With fiery eyes and a booming voice, he preaches doom in the crowded squares, drawing fearful glances."
Jonas uses his apocalyptic visions to sway the public, furthering Evelyn’s chaotic schemes.
MILLA BLACKWATER (Minor Villain II)
Smuggler: Greedy, cunning, resourceful
"Her smirk barely conceals the sharp intellect beneath, as she negotiates in the shadowy corners of the market."
Milla’s smuggling operations are crucial for moving stolen goods, including possibly the missing device.
THEODORE GALE (Ally/Neutral I)
Wise Elder or Sage
"His eyes, framed by thick spectacles, sparkle with knowledge of the city’s secrets."
Theodore’s extensive knowledge of Cogwheel City’s history and politics is invaluable.
CASSIA REED (Ally/Neutral II)
Fisherman or Fisherwoman
"Clad in oilskins, Cassia deftly handles her fishing net while keeping an ear open for overheard secrets of the sea."
Her connections among the coastal communities may be key to tracking the smuggler’s routes.
Encounters
STEALTHY LETHAL CREATURE (Enemy Encounter I)
A mechanical spider, silent but deadly, guards crucial areas.
"Its metal limbs click softly on the cobblestones, a near-silent threat in the foggy night."
THE GEAR GRINDERS (Enemy Encounter II)
Street Gang
"This group of roughnecks, known for their mechanical enhancements, prowls the back alleys, enforcing their own version of law."
They are rumored to be in league with the smuggler, protecting her operations.
BELLIGERENT SOLDIER (NPC Encounter I)
"He blocks your path, his hand ever so close to his sidearm, demanding to know your business in these tense times."
His distrust may be rooted in misinformation or personal grievances.
LYING ACCUSER (NPC Encounter II)
"She points her finger at you in the crowded market, a lie forming on her lips that could turn the public against you."
Her motives are unclear, but her accusations are dangerously convincing.
BETWEEN A ROCK AND A HARD PLACE (Deathtrap I)
Navigating through a narrow passageway, you find yourself caught between collapsing walls.
"Pressure plates beneath your feet hint at more perilous mechanisms at play."
THE PENDULUM PIT (Deathtrap II)
A deep
pit with a swinging blade awaits the unwary in an abandoned workshop.
"As the blade swings closer with each pass, the true danger of this place becomes heart-stoppingly clear."
Climax
In a climactic revelation, you discover that Evelyn has been manipulated by her own allies, leading to a massive betrayal that could trigger the war she aims to prevent. You must expose this betrayal to the factions at odds, using evidence and alliances you’ve forged to sway their leaders against a needless conflict.
Quest Reward
Evelyn, in a bid to restore her reputation, offers you a significant position within her network. Should you choose to accept, this role comes with access to advanced technology and resources. Alternatively, monetary compensation and a rare device that shields one from manipulation are offered, rewarding your diplomatic and strategic success.
Possible Secrets and Clues
- Most people know: The device was last seen in the Gearforged Tower.
- Very few people know: Milla Blackwater was spotted near the Seaspray Hut shortly before the theft.
- No one knows: Evelyn fears her own allies’ ambition might outshine her.
- Most people know: Jonas Harrow has predicted a great calamity that coincides suspiciously with current tensions.
- Very few people know: Cassia Reed has overheard smugglers discussing a big move on the night of the theft.
- No one knows: Theodore Gale has deciphered ancient blueprints that may reveal the true function of the stolen device.
- Most people know: The Gear Grinders have been more aggressive lately, stirring unrest.
- Very few people know: The lying accuser is being paid to spread distrust.
- No one knows: The stolen device contains a hidden compartment with incriminating evidence.
- Most people know: There have been sightings of mechanical spiders in areas now deemed highly dangerous.
Optional Scenes
These scenes are designed to be modular and can be inserted into your adventure as needed to maintain the flow and engagement. Each act provides a setting and an encounter or problem to resolve, allowing you to navigate through the Gears of Deceit in the order that best suits your story’s progression.
Act 1: Arrival at Cogwheel City
Setting: The bustling central station of Cogwheel City during the early morning hours.
Encounter: You must navigate through the crowd to meet the city’s chief engineer, who anxiously awaits your arrival with crucial information about the theft.
Act 2: Suspicion at the Market
Setting: A lively marketplace filled with vendors selling clockwork gadgets and steam-powered contraptions.
Problem: A suspicious figure seems to be tailing you. Confront them or find a way to lose them in the bustling crowd.
Act 3: Secrets of the Seaspray Hut
Setting: The isolated and storm-battered Seaspray Hut on the rocky coast.
Encounter: Inside, find clues linked to the smuggler Milla Blackwater. Beware of traps set to deter nosy visitors.
Act 4: The Gearforged Tower Investigation
Setting: The interior of the Gearforged Tower, filled with mechanical wonders and guarded secrets.
Problem: Decrypt a complex security system to access a sealed archive that might hold information about the stolen device.
Act 5: Confrontation with the Gear Grinders
Setting: Dark alleys of Cogwheel City where the street gang known as the Gear Grinders looms.
Encounter: Either negotiate with or strategize a way around the gang to gain passage or information about the smuggling routes.
Act 6: The Preacher’s Sermon
Setting: A public square where Jonas Harrow delivers fiery speeches to a captivated crowd.
Problem: Discredit him or undermine his influence without causing a public disturbance.
Act 7: Mechanical Menace
Setting: Abandoned workshop filled with scrap metal and old inventions.
Encounter: Deactivate or outsmart a dangerous mechanical spider that guards an essential clue or passage.
Act 8: The Elder’s Wisdom
Setting: Theodore Gale’s cluttered library, filled with ancient books and steam-powered reading devices.
Problem: Persuade Theodore to share his forbidden knowledge of the city’s deepest secrets, which are crucial for your mission.
Act 9: Undercover at the Dockside
Setting: The foggy docks where illegal goods frequently change hands.
Encounter: Infiltrate a smuggler’s meeting to gather intelligence on the missing device’s whereabouts.
Act 10: Accusations Fly
Setting: A bustling inn where city dwellers gather to drink and share news.
Problem: Handle a public accusation by the lying accuser, maintaining your cover while disproving their claims.
Act 11: Between a Rock and a Hard Place
Setting: A narrow passage between two tall, crumbling buildings in the oldest part of the city.
Encounter: Escape this treacherous pathway with its collapsing walls and hidden traps without getting caught or injured.
Act 12: Revelation at the Pendulum Pit
Setting: An ominous chamber beneath the city, featuring a swinging pendulum blade over a deep pit.
Problem: Retrieve the final piece of evidence needed to expose the betrayal and stop the war, all while dodging the deadly pendulum.
These acts are designed to be flexible and allow you to weave your own path, encountering challenges and adversaries in a sequence that best enhances your solo adventure. Adjust the difficulty and outcomes based on your progress and choices throughout the game.
Dialog Openers
Here is a table of dialogue openers designed for interacting with an oracle in a solo RPG setting. These questions are crafted to be yes/no inquiries, allowing the oracle to generate outcomes that guide the heroes decisions and interactions within the scenario. Your hero can use these at various locations or during conversations with NPCs to help advance the plot or resolve uncertainties.
- Is the person I am speaking with directly involved in the theft?
- Does this character know the location of the stolen device?
- Is the information I just received accurate and truthful?
- Can this individual be trusted to keep a secret?
- Does this NPC know about Evelyn Marrows’ fears?
- Has this person seen or heard from Milla Blackwater recently?
- Is the character aware of any secret meetings or dealings that could be relevant?
- Are there hidden alliances between this character and the Gear Grinders?
- Does this individual believe Jonas Harrow’s apocalyptic predictions?
- Is there someone else I should be speaking to about the stolen device?
- Does this character know anything about traps or dangers in the vicinity?
- Is this person aware of any forgeries or misinformation being spread?
- Should I be wary of betrayal from this individual?
- Does this person have knowledge of any hidden compartments or secrets within the stolen device?
- Is there any undisclosed involvement of this character with the lying accuser?
These openers allow the hero to interact with the game world dynamically, letting the oracle shape the unfolding adventure based on the outcomes of these pivotal questions.
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