Shadows Over Highridge (Free One Shot Solo RPG)

Shadows Over Highridge

Tags: Survival, Western, Manhunt

In the gritty world of Highridge, a once-thriving mining town turned ghost town, you find yourself in the throes of survival against not just nature, but hidden enemies.

Your mission: Track down a master villain, known only as the Puppeteer, before his latest plot destroys countless innocent lives.

With limited resources and trust, every shadow and whisper could lead to salvation or doom.

Goal

Your overarching goal in this treacherous environment is to navigate through the scarcity of resources and information to identify and thwart the Puppeteer’s deadly plan.

This task will challenge your ability to manage what little you have while deciphering the truths buried in layers of deception.

Starting the Adventure

As you ride into the windswept streets of Highridge, the bitter cold nips at your skin.

Once a booming settlement, now only the howling wind occupies the dusty roads. Your contact, an old friend, urgently summoned you here with a cryptic note about a "grim necessity" – stopping a crime that could reignite old wars.

With nothing but your wits and a few supplies, the hunt begins.

Key Locations

The Doc’s Clinic
"A small, weather-beaten building stands at the edge of town, its sign swinging creakily in the wind. Once a beacon of hope, the clinic now serves as a reminder of better days."
Once bustling with miners and their families, now only the desperate and dangerous seek aid here.

Highridge Jail
"This sturdy structure is one of the few buildings still in decent shape. The heavy iron bars on the windows speak of its former purpose."
It’s rumored the jail holds more secrets than prisoners now, a perfect place to uncover hidden truths or traps.

Important Characters

Jedediah "Jed" Mercer (Master Villain – Puppeteer)
Master Controller, Secretive, Manipulative
"Behind a façade of charm, his eyes calculate every possible outcome. Trusting him is as dangerous as ignoring him."
His weakness: an emotional attachment to a locket he wears, hidden under his shirt.

Sarah Goodley (Minor Villain – Moralist)
Idealistic, Rigid, Ethical
"With her stern gaze and rigid posture, she embodies the law, but her intentions may not be as pure as they seem."
She believes in justice at any cost, which could be exploited.

Elias Crouch (Minor Villain – Saboteur)
Destructive, Stealthy, Clever
"He moves like a shadow and speaks in riddles, his presence unsettling to even the most steeled nerves."
His expertise in explosives makes him dangerous but predictably fond of dramatic plans.

Dr. Linus Faulkner (Ally/Neutral – Educated Expert)
"His keen eyes miss nothing, and his hands, though scarred, work with surgical precision."
A former surgeon, now more of a healer and confidant to those left in Highridge.

Marshall Cain (Ally/Neutral – Town Guard)
"With a weathered hat and a gaze that’s seen too much, he still upholds his duty with a weary righteousness."
His knowledge of the town and its secrets can prove invaluable.

Encounters

Encounter with Elite Fighting Force
"An unexpected group of well-armed mercenaries blocks your path. Their leader steps forward, his intentions unclear."
They are searching for something or someone; could it be you?

Guardian of Secrets Encounter
"A hunched figure guards the entrance to an old mine shaft. His whispered warnings chill the air more than the night’s cold."
He protects the knowledge of the Puppeteer’s whereabouts.

Deathtrap: Between a Rock and a Hard Place
"As you navigate the narrow canyon, you realize too late that the way behind you is now blocked, and ahead, only perilous drops and hidden snares await."
Choosing the wrong path could be fatal.

Deathtrap: Demolition Zone
"The old mine has been rigged with explosives, a deadly maze of trip wires and unstable tunnels."
One wrong step could bring everything crashing down.

Red Herring: Lying Rumor about the Villain
"You overhear talk of the Puppeteer planning to flee west, but the details are too convenient, too easy to come by."
Is it a trap to throw you off his real plans?

Cruel Trick: True Enemy Revealed
"Just as you confront the Puppeteer, you discover your trusted ally has been manipulating events from the shadows."
Betrayal cuts deeper than any knife.

Climax

In the dusty showdown at the heart of Highridge, you corner the Puppeteer in the old bell tower. The true enemy, having revealed themselves, forces a final stand. With limited ammunition and the town’s safety hanging in the balance, you must outsmart and outmaneuver your foes to prevent the impending deed.

Quest Reward

If you manage to stop the Puppeteer and uncover the betrayal, the grateful townsfolk offer you a permanent place among them, along with a share of any recovered riches. Dr. Faulkner promises medical care whenever needed, and Marshall Cain deputizes you, granting access to law enforcement resources.

Possible Secrets and Clues

  1. Most people know: "The Puppeteer once loved a woman from Highridge."
  2. Very few people know: "The old mine contains a hidden vault."
  3. No one knows: "Dr. Faulkner possesses a map of underground tunnels."
  4. Most people know: "Marshall Cain was once a mercenary."
  5. Very few people know: "Sarah Goodley secretly despises the Puppeteer."
  6. No one knows: "The locket the Puppeteer wears is a key to a secret safe."
  7. Most people know: "Elias Crouch was seen near the demolished bridge."
  8. Very few people know: "The jail’s old records contain the true identity of the Puppeteer."
  9. No one knows: "A hidden compartment in the clinic holds emergency supplies."
  10. Most people know: "Rumors of treasure buried under Highridge are widespread."

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 in the order that best suits your story’s progression.

Here’s an outline for 12 acts, titled "Optional Scenes," for your solo RPG adventure, "Shadows Over Highridge." Each act provides a setting and a problem or encounter to resolve, allowing the player flexibility in navigating through the narrative while offering just enough guidance to maintain story flow.

Act 1: Arrival in Highridge

  • Setting: The desolate entrance of the ghost town, dusty and wind-swept.
  • Encounter: Confronted by an old resident who distrusts newcomers, testing your ability to gain initial information or assistance.

Act 2: The Abandoned Saloon

  • Setting: A creaky, weathered saloon with faded signs.
  • Problem: Finding a hidden message left in a secret compartment behind the bar which hints at the Puppeteer’s motives.

Act 3: Dr. Faulkner’s Clinic

  • Setting: The dimly lit, sparse clinic.
  • Encounter: A wounded outlaw found at the clinic could provide information if treated or persuaded.

Act 4: Night Watch

  • Setting: Camping on the outskirts under the stars.
  • Problem: A stealthy attempt to steal your supplies leads to a potential informant or a trap.

Act 5: Marshall Cain’s Office

  • Setting: The functional yet old marshal’s office.
  • Encounter: Discover old records about the Puppeteer’s past with Marshall Cain’s guarded help.

Act 6: Highridge Jail Exploration

  • Setting: The eerie, silent jail with echoing footsteps.
  • Problem: Solve a puzzle to access a concealed basement holding critical evidence.

Act 7: Encounter at the Doc’s Clinic

  • Setting: Back at the clinic after hearing of a sudden emergency.
  • Encounter: Defuse a tense situation involving hostages taken by one of the minor villains.

Act 8: The Old Mine Entrance

  • Setting: The shadowy, dangerous entrance of the old mine.
  • Encounter: Convince the Guardian of Secrets to reveal the path inside without triggering a deadly trap.

Act 9: Inside the Mine

  • Setting: The claustrophobic, dark tunnels of the mine.
  • Problem: Navigate through hazardous passages while deciphering clues about the Puppeteer’s plan.

Act 10: The Mercenaries’ Camp

  • Setting: A makeshift camp deep in the woods.
  • Encounter: A confrontation with the elite fighting force that can turn into an alliance or a fight.

Act 11: The Bell Tower Showdown

  • Setting: The imposing, lonely bell tower.
  • Climax: Face the Puppeteer and the revealed true enemy in a strategic battle using the environment and limited resources.

Act 12: The Town’s Reckoning

  • Setting: The main square of Highridge as the sun rises after the long night.
  • Resolution: Resolve the aftermath with the townsfolk, determining your place in their future based on the outcomes of previous acts.

Each act is designed to be a standalone encounter that can be rearranged or omitted as needed, allowing you to create a dynamic and personalized narrative journey through the one shot modules.

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 this person involved with the Puppeteer’s plans?
  • Does this location hold any secrets related to the Puppeteer?
  • Has anyone unusual visited this place recently?
  • Is there a hidden passage or compartment in this area?
  • Can I trust this person to tell me the truth about the Puppeteer?
  • Does this NPC know about the hidden vault in the old mine?
  • Is there a trap set up in this location?
  • Is the information I received about the Puppeteer’s next move accurate?
  • Does this NPC have a direct connection to any of the key villains?
  • Are there any hidden allies here who could aid me?
  • Does this character hold a grudge against the Puppeteer?
  • Is there something unnatural or magical influencing events in this town?
  • Does this location offer a strategic advantage or resource for my mission?
  • Is someone following or watching me in this location?
  • Will intervening in this situation expose me to greater danger?

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.

Explore Solo Journaling for Free

Note: Experience these one-shot adventures for free using our solo journaling app. Simply sign up by selecting the “Free Membership” option.

Once you’ve printed this One Shot adventure, leverage the capabilities of our Generic Game Tracker. This feature allows you to roll dice, monitor your stats, and draw inspiration from an extensive collection of oracles directly within the app.

The Generic Game Tracker also supports managing multiple games simultaneously. Keep a digital journal, and seamlessly integrate both online and offline tools to enhance your mobile solo role-playing experience.

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