Introduction
Tags: Ironsworn, Ancient Evil
In the shadowed remnants of the ancient Ironsworn Kingdom, where relentless rains whisper forgotten secrets, you receive a mysterious summons. An ancient evil stirs beneath the wet earth, bound by fragile seals now weakening.
A prophecy delivered by a dying sage has named you the one to renew these bonds and prevent a looming darkness from consuming the land.
Your journey will be solitary and fraught with peril, where trust is as scarce as sunlight beneath the stormy skies.
Overall Goal
Your mission, set against the ceaseless backdrop of a never-ending rain, is to navigate the treacherous, rain-soaked ruins of the Ironsworn Kingdom to find and seal away an ancient evil once more.
This rain not only drenches the land but also serves as a constant reminder of the pervasive and encroaching threat of darkness, seeping into every crevice and corner of the kingdom.
Starting the Adventure
As the last words of the dying sage echo in your mind, you find yourself at the gates of the Derelict Castle, the first key location in your quest.
"Seek the talisman, bind the warlock, seal the darkness," the sage had whispered with his final breath.
Armed with nothing but a crude map and an iron will, you step forward into the castle’s shadow, where the adventure begins.
Key Locations
DERELICT CASTLE ON A CLIFF
"The castle towers, battered by winds and rain, loom as silent sentinels over the sea-swept cliffs below."
Once the heart of the Ironsworn Kingdom, now a haunting silhouette against the stormy sky, home to secrets and guardians of the past.
FLOODED CATACOMBS
"Water laps at the ancient stone steps leading down into darkness, where the voices of the lost murmur just beneath the surface."
These catacombs hide the decrepit remains and treasures of the old kingdom, submerged under the relentless rain.
ENCHANTED FOREST
"Each raindrop seems to murmur ancient incantations as it falls upon the twisted, luminous foliage of the forest."
A mystical place where the natural and supernatural intertwine, and where the rain seems to speak in forgotten tongues.
Important Characters
MORVAN THE WARLOCK (Master Villain)
Cunning, manipulative, and powerful, Morvan’s essence is tethered to an ancient talisman.
"You notice the air chill as Morvan approaches, his gaze piercing as the storm itself."
SIR ALARIC (Minor Villain – Cursed Knight)
Tragic, ruthless, yet honorable, Sir Alaric roams the ruins in eternal servitude.
"Clad in rusted armor, the knight’s ghostly form materializes before you, sword drawn, eyes filled with sorrow and rage."
ZARATHOS (Minor Villain – Rogue Sorcerer)
Ambitious, deceitful, and vengeful, Zarathos seeks power at any cost.
"His laughter echoes through the trees, a sound both enticing and menacing as he toys with arcane fire in his hands."
AYLA THE MYSTIC (Ally/Neutral)
A wandering mystic or druid, Ayla aids those brave enough to face the kingdom’s dark secrets.
"Amidst the rain, her presence is a comforting warmth, her eyes reflecting a deep knowledge of the land."
Encounters
DEATHTRAP (Collapsing Ruins)
"The ground trembles under the relentless rain, and with a deafening crack, the ancient stone gives way beneath your feet."
The ruins are unstable, with many areas ready to collapse under the weight of their own decay.
RED HERRING (Decoy Map)
"You discover a map tucked away in an old tome, its path leading you to a well-hidden but ultimately deceptive location."
Designed to mislead, this map diverts attention from the true secrets of the Ironsworn Kingdom.
CRUEL TRICK (Voice Mimicry)
"The rain seems to carry the voices of those you hold dear, calling you deeper into the shadows."
The ancient evil uses this cruel trick to lure unwary souls into dangerous traps.
Climax
Atop the ancient tower, as the storm rages around you, you confront Morvan the Warlock. Here, with the talisman in hand, you must choose between destruction and sealing the evil. Each choice offers different paths for the kingdom’s future, and only your resolve can ensure the right path is taken.
Quest Reward
Upon sealing the ancient evil, the kingdom’s relentless storm begins to break. As a reward, Ayla the Mystic grants you a sacred artifact of the Ironsworn, enhancing your connection to the mystical forces of the land. Depending on your choices, additional boons or curses from the entities of the kingdom may manifest.
Possible Secrets and Clues
- Most people know – The castle’s highest tower is haunted by the cries of the Warlock’s last victims.
- Very few people know – Hidden beneath the castle’s throne room lies the entrance to the flooded catacombs.
- No one knows – The talisman is not only the source of the Warlock’s power but also his curse; it binds his life to the kingdom’s fate.
- Most people know – Local legends say the Enchanted Forest can heal or harm, depending on what the forest spirits deem you deserve.
- Very few people know – Sir Alaric was once a protector of the kingdom, cursed by Morvan during their last duel.
- No one knows – The rogue sorcerer Zarathos seeks to overthrow Morvan and claim the talisman for himself.
- Most people know – The constant rain is believed to be the tears of the kingdom’s ancient gods, mourning their fallen subjects.
- Very few people know – Ayla the Mystic is the last of her order, sworn to protect the kingdom’s deepest secrets.
- No one knows – The decoy map was created by Zarathos as part of his plan to mislead and manipulate others to his will.
- Most people know – The voices carried by the rain are not just tricks but also contain snippets of ancient wisdom and warnings.
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: The Whispering Woods
Setting: The journey begins in a dense, rain-soaked forest where each droplet seems to whisper.
Encounter: You are pursued by corrupted wildlife, their eyes glowing unnaturally in the dim light. Overcoming or evading them is your first challenge.
Act 2: The Forgotten Road
Setting: A muddy, overgrown path leads to ruins of what once might have been a grand thoroughfare.
Encounter: Bandits, taking advantage of the chaos and desolation, block your path demanding tolls or secrets.
Act 3: The Gatekeeper’s Hut
Setting: A small, dilapidated hut at the entrance to the derelict castle.
Encounter: The ghost of the former gatekeeper challenges you to prove your worth or uncover his hidden name to gain entry.
Act 4: The Hall of Echoes
Setting: Inside the castle, a grand hall filled with statues and fading tapestries.
Encounter: Voices of the past echo through the hall, offering riddles that hint at the castle’s secrets and history.
Act 5: The Library of Shadows
Setting: A dark library filled with ancient books, the air thick with mold and mystery.
Encounter: The library is a labyrinth, and finding the correct tome can break a seal or reveal a crucial piece of lore.
Act 6: The Tower of Storms
Setting: A narrow tower in the castle that pierces the storm clouds above.
Encounter: The tower is home to a bound elemental spirit of wind and rain, which must be either appeased or battled.
Act 7: The Catacomb Gates
Setting: Entrance to the flooded catacombs beneath the castle.
Encounter: Solve the puzzle of the waterlogged gates or find an alternative route to enter the catacombs.
Act 8: The Drowned Halls
Setting: Submerged hallways and chambers where the kingdom’s ancestors lay.
Encounter: Navigate the treacherous waters while avoiding or dispelling restless spirits.
Act 9: The Enchanter’s Clearing
Setting: A clearing in the enchanted forest that seems unnaturally bright and dry.
Encounter: Meet Ayla the Mystic, who offers guidance and a magical boon if you can help her with a mysterious ritual.
Act 10: The Rebel’s Camp
Setting: A hidden encampment of those who resist the warlock’s rule.
Encounter: Win the trust of the rebels by retrieving a lost artifact or rescuing one of their number from the catacombs.
Act 11: The Mirror of Mist
Setting: A mystical site in the enchanted forest known for its reflective pool that shows one’s deepest fears.
Encounter: Confront your own fears manifested by the pool to gain insight into defeating the warlock.
Act 12: The Warlock’s Sanctum
Setting: The highest room in the ancient tower where the warlock awaits.
Encounter: Engage in a climactic confrontation with Morvan the Warlock, using the talisman to either bind or banish him forever.
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 there someone here who knows more about the ancient evil?
- Can the Warlock be trusted with his promises?
- Does the ancient talisman reside within this castle?
- Is the cursed knight guarding something important?
- Are there hidden passages in these ruins?
- Does the rogue sorcerer possess the key to the catacombs?
- Will helping the mystic reveal a secret path?
- Is the map I found accurate and useful?
- Does the enchanted forest conceal the entrance to a hidden sanctuary?
- Are the rebels planning an attack soon?
- Does this NPC mean me harm?
- Can the voices of the past guide me to safety?
- Is there a way to calm the corrupted wildlife without violence?
- Will solving the riddle in the Hall of Echoes grant me passage?
- Are the spirits in the catacombs aware of my presence?
- Is there a relic in the library that can help seal the evil?
- Does confronting my deepest fear at the Mirror of Mist provide power against the Warlock?
- Is there another way to ascend the Tower of Storms without alerting the elemental spirit?
- Does the Warlock’s power wane during the storm?
- Is the decoy map a trap set by the rogue sorcerer?
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.
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