Starlight Espionage (Free One Shot Solo RPG)

Starlight Espionage

Tags: Mystery, Space, Hidden Base

During your routine patrol of the outer sectors, a secretive communication diverts you to the remote planet of Maelstrom.

The message hints at a hidden base harboring advanced technologies, but it’s encrypted with threats revealing dark secrets from your past.

To preserve your reputation and secure an incredible discovery, you must unravel the mystery of Maelstrom’s hidden base before its sinister truths envelop you.

Overall Goal

The primary goal of this solo module is to find and infiltrate the hidden base on Maelstrom.

This mission will be challenging as an everlasting darkness engulfs the planet, obscuring your path and the truths that lie within.

Navigate through obscured settings, decrypting clues, and avoiding traps set by those who prefer their secrets remain in the dark.

Starting the Adventure

You begin in the dimly lit cabin of your spacecraft as it docks at Maelstrom’s space station.

The mysterious message that blackmailed you into this situation is still displayed on your console.

With a deep breath, you step onto the station, knowing that every action from here forward could either clear your name or plunge you further into the shadows.

Key Locations

THE VOID’S EMBRACE TAVERN
"Dim lights flicker as you enter, casting long shadows over patrons who seem as mysterious as the tales they whisper."
A frequent meeting spot for those who prefer dealings away from prying eyes, rumored to be under Jaron Vex’s watch.

ANCIENT LIGHTS LIBRARY
"Rows upon rows of ancient tomes and digital archives fill the space, the air heavy with the scent of knowledge and old secrets."
This library holds decrypted data that could reveal the location and purpose of the hidden base.

Important Characters

JARON VEX (Master Villain)
The elusive and deceptive leader of the hidden base, feared for his influence and malice across the galaxy.
"He wears a cloak that seems to absorb light, his eyes glinting with dark intent as he calculates his next move."

KARA SELDIN (Minor Villain I)
A former starfleet engineer turned rogue, her rejection from the core worlds fuels her anger and innovative traps.
"Her face is scarred, not just by physical marks, but by the bitterness of betrayal she feels."

THANE MORROW (Minor Villain II)
A professional hitman hired to ensure no one uncovers the base. His lack of emotion is as chilling as the void of space.
"Thane’s presence is almost ghost-like, blending into the shadows until all that’s noticeable is the cold gleam of his weapon."

ELIAS GREY (Ally/Neutral I)
A seasoned pilot whose knowledge of celestial phenomena and smuggling routes can help you navigate the dangers of Maelstrom.
"His rugged appearance belies a sharp intellect, capable of finding paths where none seem to exist."

LYRIA QUINN (Ally/Neutral II)
A quirky idealist with dreams of exposing the galaxy’s dark underbelly, possibly your key to understanding the base’s true purpose.
"Her eyes sparkle with curiosity and mischief, a stark contrast to the dreary backdrop of the tavern."

Encounters

MAJESTIC SPIRITUAL GUARDIAN (Enemy Encounter I)
An ethereal entity guarding the entrance to a crucial archive, testing those who seek to uncover hidden truths.
"Light bends around its form, a whispering aura that speaks of ancient protection and celestial power."

ROGUE BANDITS (Enemy Encounter II)
A group of ex-space marines turned bandits, hired to deter unwelcome visitors from important locations.
"Their mismatched armor clinks as they move in unison, a menacing blockade between you and your path forward."

ELECTROCUTION TRAP (Deathtrap I)
A high-voltage security system designed to incapacitate anyone attempting to access restricted sectors.
"As you step forward, a faint buzzing sound grows into a threatening hum, the air crackling with electricity."

MYSTICAL PUZZLE (Deathtrap II)
An ancient alien puzzle that blocks entry to the base’s core, requiring both wit and intuition to solve.
"Glyphs glow faintly on the surface, waiting for the correct sequence to reveal secrets locked away for eons."

Climax

As you decipher the last code guarding the base’s heart, the ground trembles and reality shifts. An ancient artifact, disturbed by your presence, initiates a dimensional rift. Navigating through this cosmic anomaly will be your ultimate test, as you must stabilize the artifact to prevent a catastrophe while securing the technologies within the base.

Quest Reward

Upon successfully securing the base and its secrets, you are offered a position of high regard within the Starfleet, clearing your name and providing access to exclusive technologies. Additionally, if you manage to stabilize the artifact without causing widespread damage, you receive a rare alien artifact, enhancing your capabilities for future missions.

Possible Secrets and Clues

  1. Most people know:

    "The tavern on Maelstrom serves as a neutral ground for negotiations."

  2. Very few people know: "Jaron Vex is rumored to possess a technology that can manipulate dark matter."
  3. No one knows: "The library contains a hidden panel that leads to an underground archive of forbidden knowledge."
  4. Most people know: "Thane Morrow was last seen at the space station, talking to a mysterious figure."
  5. Very few people know: "Kara Seldin was expelled from the engineering guild for her radical experiments."
  6. No one knows: "Elias Grey once piloted a ship through a black hole and survived."
  7. Most people know: "Lyria Quinn has contacts within the highest echelons of the galactic council."
  8. Very few people know: "The hidden base is powered by an unstable quantum reactor."
  9. No one knows: "The spiritual guardian is bound to an ancient pact that could be broken with the right knowledge."
  10. Most people know: "Rogue bandits have been seen scouting locations near key resources on Maelstrom."

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.

Act 1: Arrival at Maelstrom

  • Setting: The dimly lit cabin of your spacecraft at Maelstrom’s space station.
  • Encounter: Review the mysterious message, setting the stakes high with its encrypted threats.

Act 2: A Drink Among Shadows

  • Setting: The Void’s Embrace Tavern.
  • Encounter: Gather rumors from the shadowy patrons, possibly encountering Thane Morrow who hints at the dangers of digging too deep.

Act 3: Secrets in the Stacks

  • Setting: Ancient Lights Library.
  • Encounter: Search for hidden clues among the digital archives, potentially triggering a silent alarm that brings the attention of rogue elements.

Act 4: The Mysterious Engineer

  • Setting: A secluded workshop in the space station.
  • Encounter: Negotiate or confront Kara Seldin to gain insights into the security systems of the hidden base.

Act 5: Ghost of the Void

  • Setting: Narrow alleyways of the space station.
  • Encounter: Evade or confront Thane Morrow in a tense stealth encounter that could escalate into a deadly confrontation.

Act 6: Guide Through the Darkness

  • Setting: The docking bays of Maelstrom.
  • Encounter: Convince Elias Grey to pilot you through perilous asteroid fields to an undisclosed location hinted at by your investigations.

Act 7: The Code of the Spirits

  • Setting: A secluded shrine surrounded by the ethereal mists of Maelstrom.
  • Encounter: Solve a mystical puzzle guarded by the Majestic Spiritual Guardian to earn passage or key information.

Act 8: A Light in the Dark

  • Setting: The heart of a forgotten temple illuminated by bioluminescent flora.
  • Encounter: Decode ancient inscriptions that reveal a vital clue to accessing the hidden base, while evading or dealing with rogue bandits.

Act 9: The Guardian’s Challenge

  • Setting: The entrance to the hidden base.
  • Encounter: Disable or reprogram the Electrocution Trap with the help of technological insights gained from previous encounters.

Act 10: The Mastermind Revealed

  • Setting: Inner sanctum of the hidden base.
  • Encounter: Face off against Jaron Vex, uncovering his plans and motivations, leading to a moral choice: expose, join, or destroy.

Act 11: The Artifact Awakens

  • Setting: The core chamber of the hidden base, where the ancient artifact is stored.
  • Encounter: Stabilize the dimensional rift triggered by the artifact, requiring quick thinking and the application of everything learned.

Act 12: A New Dawn

  • Setting: Returning to the space station after the adventure’s climax.
  • Encounter: Decide the fate of the base and its technologies, dealing with Starfleet officials and potential new allies or enemies made during the adventure.

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 aware of the hidden base on Maelstrom?
  • Can they provide directions to a specific key location mentioned in the rumors?
  • Do they know the identity of the mastermind behind the base’s operations?
  • Are they familiar with any security measures guarding the base?
  • Have they heard of any recent suspicious activities in this area?
  • Do they believe someone is tracking my movements?
  • Is there a secret passage or shortcut that can help me access restricted areas faster?
  • Are they in possession of or know where to find decryption tools for the base’s technologies?
  • Can they confirm if Jaron Vex is currently on Maelstrom?
  • Do they know anything about an artifact that can manipulate the fabric of reality?
  • Are they aware of any alliances or conflicts between key characters like Kara Seldin and Thane Morrow?
  • Do they have knowledge of any traps set up in the immediate vicinity?
  • Can they offer any information on how to bypass or disable the electrocution trap?
  • Have they seen or heard of any ethereal or mystical guardians around key locations?
  • Do they know of anyone who has successfully entered the base and returned?
  • Can they provide details on any recent movements of rogue bandits or space marines around the station?
  • Are they aware of any experimental technology being used or developed at the base?
  • Do they know of any reliable allies who could assist in navigating through Maelstrom’s dangers?
  • Are they willing to share information about the underground archives of forbidden knowledge?
  • Do they know if any rare or ancient artifacts are kept within the base?

These openers allow your character 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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