Albitrunca- A One-Shot RPG Experience Plot in Secret Agent Someone | World Anvil


 

Albitrunca

You might know how you got here, you might not. Either way, you're in a giant underground maze facility supposedly owned by the W.I.L.L.O.W.I.S.P. organization. You have to escape...or do you have to find a something in here somewhere? Whatever your directive, you must complete it before...  
 

I created this One-Shot TTRPG for EnigMarch & Adventure April!

WARNING! SPOILERS AHEAD!

Use this article to run a fun adventure for yourself or others.
  If you would like me to run this adventure for you, feel free to ask! (but no peeking at GM-only content!)

 

 

Related Short Story

Read about what happens to a group of Junior Sprouts as they face their Final Assignment in this short story told from the perspective of Stewart Princely. Enjoy in both dramatized audio and written forms.

Play May Day 2024

Watch and hear madness unfold in this actual play session from Play May 2024 where I run a party through the one-shot adventure!


 

Players and Goals

 
As a whole, the party can choose their desired rank and role from the list below. If they are uncertain, or would like to have a fun, random prompt for character creation, the group's leader (or the GM) can roll a d8 to figure out who they are.
 

1. Base Op

A Base Operative can be any species or age, but established ones are most often adult Humans. The Designated Base Op's job is to stay in the chair and guide other fellow team members who are actually located within the maze. It is advised to have no more than one Designated Base Operative per game. A Designated Base Op is by no means necessary if all players would like to be active in the actual maze. Still, if a player rolls or chooses to be one, all other players should assume different roles. The only exception to this fact is if the player is merely a Base Op in rank but has decided to enter the maze for whatever reason.
1. Op Assist
You were tasked to help an agent or group make it through Albitrunca successfully.

2. Surveillance
You were tasked to sit and watch the security cameras to make sure no unauthorized objects or beings enter or exit Albitrunca.

3. Fill-In
You are new at performing Base Operative tasks but were asked to sit in for another who is currently absent.

4. Double Agent
You are helping Opposing Operatives to have their way in Albitrunca against W.I.L.L.O.W.I.S.P.'s wishes.


 

2. Introductory Intern

 
Introductory Interns can be any species or age, but they are most often older adolescent, teenage, or young adult Humans. If a minor, they may additionally be part of the Junior Sprout program.
1. Final Assignment
You are on your Final Assignment. This is the first big test before your Final Shadow with mentors to prove yourself to the agency. Have you got what it takes to be a real W.I.L.L.O.W.I.S.P. agent? You can’t mess this up! DON’T FAIL.

2. “Real-World Mission”
You, and any fellow Interns, are made to believe you are on a real-world mission. You have not been told that this facility is part of Albitrunca and is a contained W.I.L.L.O.W.I.S.P. training operation. This “mission” can involve anything from finding a kidnapped hostage to obtaining stolen goods. If a Designated Base Op is in the party, they can have 'found' a security room from which they can sit and help their team members in the maze.

3. Accidentally Left Behind
You, along with a few Interns, went on a field trip of sorts complete with a guide and other Junior Sprouts exploring Albitrunca on tour. Unfortunately, you were accidentally split up from the group for whatever reason and can’t seem to find your way back...

4. Troublesome Exploration
You and your entire class of fellow Interns were told to stay on the straight and narrow. To stick to the books and follow all of W.I.L.L.O.W.I.S.P.'s rules. But, now, the sticklers aren’t looking. It’s time to do a little snooping through Albitrunca!

3. Established Agent

Established Agents can rank anywhere from Base Operatives to Elites. They are usually adult Humans, but they could be any species you so choose.
1. Delinquent
Maybe you blew up one too many cars or you left your partner behind when you shouldn’t have. Either way, W.I.L.L.O.W.I.S.P. finds it necessary to correct your course before they feel the need to implement…more drastic measures of punishment

2. Refresher
You may have failed your latest mission or just nearly escaped what could have been a devastating catastrophe. Perhaps your memory has been funky since you broke out of enemy captivity, or you simply woke up and couldn't quite remember what to do on an operation. Whatever the case, a training mission through Albitrunca might be just the thing to put you back on track.

3. Official Business
WILLOWISP has taken you out of the field and assigned you to a duty that lies within the organization's own headquarters. Something is about to go terribly wrong and it's up to you to stop it. Or, maybe, something has already gone terribly wrong and it's up to you to fix it!

4. Punked
You may have been lured in with a little white lie, or somehow you awakened in the maze with no memory of how you got there. Either way, you're almost certain your pesky colleagues are responsible for this. You must escape and get them back for their cruel practical joke!


 

4. Experimental or Enhanced Being

WILLOWISP has created or altered these beings to assist or conduct covert operations. These beings include HTPMDs (also known as Highly Trained Pyrenean Mountain Dogs), Androids, and Enhanced Humans. They can often act on their own accord and may or may not be aware of their experimental enhanced nature. If they are aware, their opinions on the matter may differ from being to being. Enhanced traits can vary from mild to advanced.
1. Functionality Testing
WILLOWISP has decided to launch a new feature...but it must be tested first. What better place to try out dangerous skills than an underground maze bunker?

2. Existential Crisis
You don't know how or why, but you just figured out that you are an android/HTPMD/Enhanced! You find it hard to believe, but have been told that Albitrunca holds the answers you need, and perhaps some of your fellow kind as well.

3. Guard Duty
You have been stationed in Albitrunca to protect the corridors. Don't allow any unauthorized individuals to get in...or out!

4. Malfunction
You are uncertain how it happened, but you went on the fritz and ended up deep in Albitrunca! You have to find your way out and stop yourself from tweaking out.


 

5. Opposing Operative

Whether working as a double agent under the guise of being a true W.I.L.L.O.W.I.S.P. spy, following orders from an opposing force, or working on their own accord, these people, considered villains in WILLOWISP’s eyes, are anyone who sets out to cause harm to the organization or steal important secrets. They can come from anywhere and have any series of agendas, including personal gain.
1. Fetch
Sent in by an Opposing Organization (be it yourself or others) to steal something important from Albitrunca and bring it back.

2. Prison Break
Another Opposing Operative has been captured by W.I.L.L.O.W.I.S.P. and you suspect they are imprisioned somewhere within the vast maze of Albitrunca. You must break in and get them out without getting caught yourself.

3. Going Ballistic
You heard that Albitrunca is being used to house a vast arsenal of dangerous weaponry; some confiscated from W.I.L.L.O.W.I.S.P.'s enemies, others created by the organization itself. It's time to organize a heist and claim them as your own.

4. You Da Bomb
If you're going to take W.I.L.L.O.W.I.S.P. down, you might as well do it in style. Plant explosives around Albitrunca and quickly exit before they detonate!


 

6. Prisioner

Whether rightfully or wrongfully detained, these people were imprisoned by WILLOWISP due to their suspected (or proven) dangerous nature.
1. Escape Route
You've been stewing in here for waaaayyy too long. You've drawn your share of tally marks on the wall. You've dug out a hidden tunnel and are ready to make your escape at last...

2. Lost
You already managed to make it out of your cell, but you've been wandering Albitrunca for quite some time. It's hard to keep trying to avoid posted cameras and guards. It's time to find your way out of here once and for all.

3. Until Proven Innocent
You believe you were wrongfully imprisoned by WILLOWISP. TO clear your name, you attempt to escape prison and plant evidence that disproves your guilt (or delete evidence that contributes to suspicion).

4. Fuzzy Memories
You wake up somewhere in the maze...you remember this is Albitrunca but you're uncertain how you actually got here. Every now and then, you get a flashback of being in a prison cell. Did you escape on your own? Did you have assistance? Why aren't you fully out of the facility yet?


 

5. Uncertain

You are uncertain of why you are in the maze...perhaps also uncertain of who exactly you are. You can choose for your player to be any rank, role, age, and species, or allow the GM to decide and reveal it to you as you play through the game.
1. Sleep on the Job
You could have sworn you only closed your eyes for five seconds...but you awake here? Albitrunca? With hardly any memories of what task you were actually doing? FAR OUT. You should really try to get things sorted before your boss comes yelling at you for not doing your work...whoever your boss even is...whatever your work even is...

2. Wild Night
You wake up inside a prison cell within Albitrunca, but you're sure you did nothing wrong. Did you work within the maze and accidentally lock yourself inside? Did another person lock you inside? Who knows? You have to find out...oh. and actually get out.

3. Errand Error
You know you were sent into the maze for something. You told them you didn't know enough about Albitrunca to enter, but they ensured you that everything would be fine. It would be a quick task. Well, you made it in...and now you don't recall how to get out. You should have brought your bread crumbs, but you didn't, so you are now forced to wander through and find your way out. You keep trying to call for help, but the signals down here are wonky. You also must avoid guards because, technially, you're not authorized to be down here...

4. Failed Erasure
You did something that W.I.L.L.O.W.I.S.P. considered bad enough to warrant Erasure. You thought it was just a myth, but clearly, it was true. Only, you remember everything they did...well, most things. They tried to wipe your memory clean, but you still recall a few pieces of your past. You must restore the rest of your memories and escape this maze before they realize their errors and attempt to Erase


 

8. Random

You and your fellow players have been wandering around the maze solo for quite some time. Eventually, you all manage to cross paths and form a mishmash group of sorts. Each player can decide who they are and what they are doing here from the list above. If help is needed, each player can roll for their individual character and personal backstory from the tables above. Once every player does this, characters are chosen. The players or the GM can decide when, where, and how the rag-tag team meets, whether or not they trust each other enough to work together, and how they are going to decide to proceed through the maze.

Once rank and role is selected, the party can pick a mission from the list below the rank and role they settled upon. If they still don't know what to do, or would like the mission to be a surprise, the GM can assign by choosing outright or anyone may roll a d4 to figure out which particular scenario they are in.
  If ever uncertain what exactly the party should be doing within Albitrunca even after choosing a scenario from the selections under each rank and role, feel free to pull from the list of ideas below, or, at the very least, allow it to inspire you in creating your own scenarios. Depending on which is choosen, the players may end up starting in different locations within the maze. Each group of eight is gathered under a vague category. A d8 can be rolled for random selection.

Example Tasks

Missions

  • Retrieve target item from center of maze and return in one piece.
  • Locate person in maze and successfully escape with them.
  • Travel from point A to point B without being impeded by guards.
  • Begin trapped in maze. Break free and escape.
  • Attempt to repair or decorate Albitrunca.
  • Accost escaped prisoner in maze and return them to their cell.
  • Deliver food and supplies to prisoner or guards on shift.
  • Beat another agent or team to the objective.
  •  

    Exploration Prompts

  • Find W.I.L.L.O.W.I.S.P. archive files.
  • Prove suspicions that an infamous criminal is housed here.
  • Check out an Android, HTPMD, or Enhanced up close.
  • Follow a dare.
  • Chase an errant HTPMD into the maze.
  • Use Albitrunca to test a gadget lifted from the lab.
  • Try to find a rumored secret passage.
  • Venture through uncharted territory.
  •  

    Motley Crew Objectives

  • Aim to accomplish each member's individual task.
  • Decide to help WILLOWISP in your own way.
  • Attempt to overthrow WILLOWISP.
  • Strive to prove innocence.
  • Leave graffiti marks and defamation.
  • Find an HTPMD to take home.
  • Erase all evidence and camera footage of yourselves.
  • All go separate ways.
  •  

    Opposing Operations

  • Plant bugs and surveillance cameras.
  • Kidnap W.I.L.L.O.W.I.S.P. agent(s).
  • Shut down power within Albitrunca.
  • Locate hidden science experiment.
  • Orchestrate a heist.
  • Ambush the WILLOWISP headquarters through Albitrunca.
  • Retrieve item left behind when imprisoned.
  • Reprogram W.I.L.L.O.W.I.S.P. agents and guards to be on your side.
  •  

    Base Op Assisted Directives

  • Eliminate all conductors of unauthorized activity.
  • Lock all doors and passageways.
  • Locate and defuse bombs planted in the maze.
  • Restore power within Albitrunca.
  • Play a prank on guards or prisoners.
  • Locate a dropped item.
  • Perform maintenence or janitorial services.
  • Combat hackers attemtping to override the system.

After everything else has been set, each character should establish a bit of their backstory and fill out their character sheet. This should include the character's name, rank/role, species, age, brief bio, and directive, along with their skillsets.

SKILLSETS

  • STRENGTH: (physical power & drive)
  • DEXTERITY: (agility & poise)
  • CONSTITUTION: (endurance & resistance)
  • INTELLIGENCE: (knowledge & memory)
  • WISDOM: (perception & insight)
  • CHARISMA: (personality & persuasion)


  • Of these six traits, each player can decide which two they are best at and which two they are worst at. If they are uncertain, they can roll a d6 to order them all.   After being ordered, take the two best (first and second) and roll a d4 twice. Assign each roll to the positive modifier slot beneath the chosen trait. Then, take the two worst (fifth and sixth) and roll a d4 twice. Assign each roll to the negative modifier slot beneath the chosen trait. The two middle traits (third and fourth) are average and require no modifier.

    Example Skill Rankings

      1. Intelligence (d4=3) +3 to skill check result
    2. Dexterity (d4=4) +4 to skill check result
    3. Wisdom (average) take skill check at face value
    4. Charisma (average) take skill check at face value
    5. Constitution (d4=1) -1 from skill check result
    6. Strength (d4=2) -2 from skill check result

     
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    Inventory and Collectible Items

     
    Each of the players who will be actively traversing through the maze shall choose up to three items to begin the game with within reasonable expectation. This is simply starting each character off with a few items in their inventory. Keep in mind that more items cannot be found and collected throughout the game. These items need to be justified by the story that the characters have come up with.
      If they are prisoners, it is not reasonable for them to have access to certain technology unless they managed to find it within Albitrunca or lift it from a guard, etc. In the case that this does happen, be aware that the device may be password protected, or the new user may still have limitations based on the fact that they likely are unfamiliar with WILLOWISP technology. If they used to be an agent but went rogue, they still won’t be up-to-date on the latest tech available at the agency.   Any Designated Base Ops can name the items they start off with, but most of this will be irrelevant for gameplay but rather used solely as flavor for story because they will most likely not affect the individuals within the maze. Still, to see what they already have in their inventory, check Base Op Capacity below.

     

    WispNavi Tablet

    Most players should start off the game with at least a WispNavi communication device, but it is not necessary (especially if the role, rank, and scenario chosen for the character doesn't allow for such). A WispNavi is a small tablet-like device that runs on W.I.L.L.O.W.I.S.P. operating systems. It can connect to internet sometimes, but one of its primary functions is communicating with other agents. The device can also access WILLOWISP databases. Unfortunately, within Albitrunca, signal bandwith is limited due to the fact that this facility is often used to help train Introductory Interns. The organization attempts to discourage cheating when Junior Sprouts are carrying out their Final Assignments. It is also suspected that prisoners are kept in this base and WILLOWISP wants to prevent them from having access to the outside world.  

    Mechanic

    Whenever a player attempts to send an outbound communication, that player must roll a d12. On their first time attempting, anything above a 1 will successfully receive signal (rolling a 1 will fail). On the second attempt, anything above 2 will successfully receive signal (rolling a 1 or 2 will fail). This continues until the eighth attempt, at which anything above 8 will be a success, but anything 8 or below will fail. This rule will remain true with that player's WispNavi for the remainder of the game. A player can only attempt communication when it is their turn. It is considered a Bonus Action (in addition to movement and combat). If an attempt is made but fails, the chances will still decrease next time an attempt is made. REMEMBER TO FACTOR IN YOUR INTELLIGENCE MODIFIER when performing a WispNavi skillcheck.  

    Example

  • Kay attempts to reach Ezekiel for the first time in the game.
  • Kay rolls a 1.
  • The outbound attempt fails.
  • On Kay's next turn, she attempts to message Ezekiel again.
  • Kay rolls a 2.
  • The outbound attempt still fails. This is the second attempt, which means the rolled number must be higher than 2 to succeed.


  • This ruleset only applies to the WispNavi of the person attempting to make outbound communication. The person on the receiving end of the message will not have any of their allotments eliminated due to the actions of others, even if it is a two-way call and not a one-way message. If this device is not chosen to start with, it can be found in the maze left behind on a guard or even looted from a downed guard after defeating them. To limit the abuse of having too many WispNavis, not all guards carry them. AND, if a guard does have one, it may be password protected or locked and set to self-destruct if maliciously tampered with. WispNavis can be used to attempt hacking or reaching outside information such as maps as well (especially if the party has no Designated Base Op). In this case, the rules still apply because this is still considered an attempt to send an outbound signal.

    Electro Blaster Cannon

    A larger projectile weapon that straps to your back.  

    Mechanic

    Contains four blasts at a time. Player can choose how many to fire per turn. Deals -5 damage to target when hit. Each individual blast takes a player 5 turns from the time it is fired out of the chamber to recharge. REMEMBER TO FACTOR IN YOUR DEXTERITY MODIFIER when performing a ranged weapon skillcheck.  

    Example

  • Stewart fires two blasts at a guard on his turn.
  • Enemies and players have their turns.
  • It's Stewart's turn once more and he fires a single blast.
  • Enemies and players have their turns.
  • It's Stewart's turn again and he fires the last blast.
  • The first two will fully recharge in three more turns, the third will return in four, and the one that has just been fired will take five more turns to come back. In the meantime, Stewart's weapon is considered empty. It could be used as a blunt force weapon but would require high strength and dexterity to hit. REMEMBER TO FACTOR IN YOUR STRENGTH MODIFIER when performing a melee weapon skillcheck. In this case, the DEXTERITY MODIFIER is also relevant due to the fact that this is not a true melee weapon. Wielding a blaster in this way may cause it to break if one is not careful.
  • Electro Blaster Pistol

    Smaller, more portable weapon.  

    Mechanic

    Contains six blasts at a time. Player can choose how many to fire per turn. Deals -1 damage to target when hit. Each individual blast takes a player 2 turns from the time it is fired out of the chamber to recharge.  

    Example

  • Kay fires all six shots on her turn.
  • Enemies and players have their turns.
  • Kay has no more rounds left. The blaster is empty, but she may perform another action.
  • Enemies and players have their turns.
  • Kay's blaster has regained all its blasts. She can now use it again.
  • Electro Bo

    An extendable melee staff with the ability to shock on impact.  

    Mechanic

    Contains 2 shocks at a time. Players can choose how many times to swing per turn (maximum 5). Each individual shock takes a player 1 turn from the time it is delivered by the staff to recharge. A shocking impact deals -2 damage when hit, while the blunt force of the uncharged weapon deals -1 damage when hit.  

    Example

  • Lin swings at an enemy four times in one turn.
  • Three hits make impact.
  • The first two deliver shock damage, the last one does not.
  • Enemy takes a total of -5 damage.
  • All other players and enemies have a turn.
  • On Lin's next turn, the shock charges are instantly back.
  • Lin swings five times at two different enemies.
  • The first two impacts deliver shock damage, while the last three only deliver blunt damage.
  • REMEMBER TO FACTOR IN YOUR STRENGTH MODIFIER when performing a melee weapon skillcheck.  

    VEx Pills

    VEx (short for Vitality Experiment) Pills are a trial technology currently being tested by W.I.L.L.O.W.I.S.P.. The easily digestible form is developed to release healing properties in those who consume of the drug. Unfortuantely, the process and subsequent side effects have not been studied enough for the organization to be confident enough to widely utilize this solution. Nevertheless, when in a pinch, sometimes it's best to at least try...   Each small bottle only contains five pills.  

    Mechanic

    Pill may restore hitpoints or cause other adverse affects. Roll a d12 and find your result on the table below:  
  • 1= Causes five hitpoints of damage AND disables you for two turns.
  • 2= Causes four hitpoints of damage AND disables you for one turn.
  • 3= Causes three hitpoints of damage AND impedes you down for two turns (negative -2 modifier for all skillchecks).
  • 4= Causes two hitpoint of damage AND impedes you down for one turn (negative -2 modifier for all skillchecks).
  • 5= Causes two hitpoints of damage.
  • 6= Causes one hitpoint of damage.
  • 7= Does nothing
  • 8= Restores one hitpoint
  • 9= Restores two hitpoints
  • 10= Restores three hitpoints
  • 11= Restores foour hitpoints
  • 12= Restores five hitpoints
  • REMEMBER TO FACTOR IN YOUR CONSTITUTION MODIFIER when performing a VEx Pill skillcheck.  

    Example

  • Stewart is down to 10 hitpoints and finds a bottle of VEx Pills.
  • On his turn, he takes one.
  • Rolling a 2 (due to his negative Constitution modifier), he loses FOUR MORE hitpoints, putting him at a total of 6.
  • He is also disabled for his next turn. (narratively, he can become unconscious or simply be too weak to move)
  • After all players and enemies have had their turns, it is Stewart's turn, but he cannot move this time.
  • After all players and enemies have had their turns again, it is Stewart's turn once more.
  • He can choose to move AND try another pill (if there are still some left) as a bonus action. This is only if he has not been destroyed due to being unable to move last round. If he is not protected by teammates and the enemies have drained all of his hitpoints, he will be considered dead.
  • By some miracle, Stewart is still alive, but unfortunately rolls a 4 (due to his negative Constitution modifier).
  • Stewart loses TWO MORE hitpoints, putting him at a total of 6.
  • Stewart can move next time, but he will be impeded, adding a negative modifier to every skillcheck performed on his next turn.
  • Base Op Capacity

    If there is a Designated Base Op for the team, they may not necessarily start off with a certain inventory, but they still have tools to their disposal and allowance in the maze. When controlling things within the environment, the Designated Base Op should always perform a Dexterity skillcheck. When attempting hacking, research, or communication, they must perform an Intelligence skillcheck. When trying to observe something closer in the environment, they must perform a Wisdom skillcheck. When attempting to convince an individual, they must perform a Charisma skillcheck.   TURRETS are stationed throughout Albitrunca. These can be aimed and fired at whomever the Designated Base Op desires to hit.   CAMERAS are stationed throughout Albitrunca. These can be controlled to turn and face certain areas, zoom in, and even power off.   DOORS are stationed throughout Albitrunca. A Base Op can attempt to hack a door to help the individuals within the maze, or to stop them from clearing an area even if they have solved a puzzle.   SPEAKERS are stationed throughout Albitrunca and can be used to communicate loudly to individuals within the maze. The original function is intended to alert all staff of issues, delcare breaktime, or sound alarms calling for an escapee to cease and desist, etc. The Base Op can use it in any way they see fit. If they attempt to whisper something, they must perform a Dexterity skillcheck. The speakers are naturally loud.  

    Players can come up with any other items not listed above, but it will be up to the GM to limit its action.


     

     

    Environment and Hinderances


     

    Appearance and Ambiance

    The lighting within Albitrunca is rather dim. Every room is illuminated with slim bulbs that line the top edges of certian walls, each hued the color of the maze path. All walls are a cool-to-the-touch, matte, silvery black metal, while the doors are made of bright, heavy steel. The floor sounds to be made of some sort of coated tile that makes a tapping sound as your feet hit it. You must move slowly and deliberately if you are trying to be stealthily quiet. As you inhale, the air is fresher than you'd expect it to be so far underground. It doesn't feel stuffy or musty at all. It's quite clean and clinical. The temperature in most places is on the cooler side, but not at all freezing. The long, dim corridors can give off an eerie and, at times, claustrophobic feeling as you walk along. Every distant sound would leave the average person on edge, scanning their surroundings in paranoia and hoping that something spooky isn't lying in wait just around the corner...

    Door Locks and Puzzles

    Whenever a player arrives at a door, they must solve a puzzle to get through. These puzzles were supposedly put in place to test interns, though it is also speculated that the organization is trying to make sure only intelligent lifeforms have the freedom to pass through, keeping things like mindless drone robots out of restricted areas. Many also think that some of the prisoners believed to be stored here were Erased and therefore rendered unable to easily solve the puzzles.
      GMs can decide where to strategically place doors within the maze, or dice can be rolled to randomize the selection. The players or GM may choose to add more doors for a puzzle-heavy game, or less doors for a more action-based game. Some of the puzzles are solvable using your player's inherent abilites with skillchecks (pick a lock, kick down the door, etc.), while others require out-of-character reasoning (word scramble, math problem, etc.). Some require a separate GM to officiate, while others can be played on their own if you are running through the game without a GM.
      Each of the puzzle types are sorted out into four groups: three sets of 20 and one set of 2. If you would like to randomize puzzles, roll a d20 When approaching a locked door and select your chosen puzzle from the lists below. The final group (with 2 choices) is intended for situations with higher stakes, such as the final door. Flip a coin to decide between these two choices. Please note that they are best run with GM guidance. These Bonus Challenge puzzles are by no means necessary for the final door. It is completely appropriate to use one of the other puzzles for it if you so choose.   When introducing a door, it is not advised to convey its number and title to the players. This is outside information. The titles are a special shoutout to EnigMarch, as each of the puzzles were inspired by prompts given for the challenge in 2022 and 2024. The quote box exists to give you an idea of how to present the door to the players, but it is unnecessary to read it word for word.
     

    GM-Run Puzzles

    Conundrums that require GM orchestration and imput.
     

    1

    Rhyme
    ”You approach the door and notice there is a small screen positioned under a round, black, metal plate peppered with tiny holes. The screen flashes quickly and lights up to reveal a blue word…”
      A word should appear on the screen for the players. The objective is to say a rhyming word through the speaker. If the players wait for the speaker to make a sound, it will not. You can hint that it seems more to be some sort of a receiver. If they speak a rhyming word into the microphone, the blue word will flash green as an approving “ding” resounds. Immediately, a second blue word will appear and, after that, a final third. When the last word is rhymed, the door will unlock. If they speak into the microphone a word that does not rhyme with the word pictured on screen, a disproving sound will be made and the word will light up red before changing into another green word. Only three successful rhymes in a row will unlock the door, count restarting after every fail. If the players say the same word into the speaker, the word will flash expectantly. If the players are not catching on, you can provide a hint by making the word something that rhymes with a common name or phrase the players have been saying throughout the game. If they speak even away from the speaker and coincidentally say a rhyming word, you can say that they uttered that word a little louder than they meant to and they notice that the word has changed as a cheery ding rings out.

    2

    Wave
    ”You approach the door and quickly notice that there is some sort of sensor staring directly back at you. You begin to think it’s really watching you. You shift from side to side and a nothing drastic happens, but a little red light flashes underneath the eye. In a moment, it turns green again, waits a while, and becomes red once more. You’re thinking that it’s waiting for you to do something…but, what???”
      A sensor on the door that requires you to perform a movement or sequence of actions before being let in. The GM can come up with several different sequences that could allow people through and ways for the player to find out what to do. The GM could allow players to spy on a guard in the maze as they approach a door and see their movements in response to the lock so that they may imitate it.

    3

    False
    ”You approach the door and notice immediately that there is a note taped to it with a set of hastily scrawled instructions…”
      The detailed features of the door can be whatever you wish. There can be several confusing controls, no interactivity at all, or somewhere in between. The written instructions on the note will lead players to do the exact opposite of what is actually needed to unlock the door. This can be anything as vague (like, “knock on the door ten times and ring the doorbell seven” when, in actuality, players must knock on the door seven times and ring the doorbell ten.) or as complex (like, “the code to enter is 5,3,7,8,4,5,6,7,2,2,1,5,6,8,8,9,2,4,7,4,2” but, the truth is, the players must enter the code in the reverse order). If the players don’t seem to understand what is going on, a wisdom skillcheck roll can reveal a subtle hint about how the instructions are false or the opposite of whatever they advise should be tried.

    4

    Musical
    ”You approach the door and find that there is…a keyboard on it. Not any kind of alphanumerical keypad. It is a musical keyboard. Piano keys. What on earth are you supposed to do with this???”
      The key to enter this door will be to play a certain melody on the keyboard. This can be found by hearing a guard humming, locating a speaker somewhere in the maze playing the tune quietly, discovering a note that references a song, or however you would like to incorporate the music.

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    Self-Run Puzzles

    Stand-alone problems with set solutions
    (find answer key at the bottom of this page)
     

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    Neutral Puzzles

    Spoiler-free scenarios that require creative in-game solutions.
     

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    Sharp
    "You approach the door. It sits rather plainly with only a simple lock staring back at you. If only you had a sharp object, you would surely be able to pick the lock and get through…"
      This door requires a sharp object to pick the lock. Once an appropriately sharp object is found, an attempt can be made to open the door. Roll a d12 to determine the door’s challenge level. The player picking the lock must then roll a d20. If their Dexterity skillcheck surpasses the door’s challenge level, the lock has successfully been picked. If not, the door does not open on this turn. Don’t forget to factor in the player's Dexterity modifier.

    2

    Book
    "You approach the door and realize quickly that entirely too much is going on here. You see levers, knobs, buttons, switches, and all sorts of things. There’s absolutely no way to know what to do here. But, wait…there’s a little book symbol in the corner. That must be an instruction manual. If you find a manual somewhere here in Albitrunca, you will be able to know what to do to get through this door…"
      The pictured book may be found on a guard. Roll a d12 for probability. Then, when looting guards, roll a d20. If the number exceeds the probability level, a book is found on the guard and can be used on the door. Then, roll a d12 to determine the door’s challenge level. The player following the book’s instructions must then roll a d20. If their Dexterity skillcheck surpasses the door’s challenge level, the instructions have successfully been followed. If not, the door does not open on this turn. Don’t forget to factor in the player’s Dexterity modifier.
     

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    Bonus Challenge

    In situations with hightened stakes (such as final doors, etc.)
    Best run with GM guidance
     

    Heads

    Chance
    "You approach the door…it seems to loom over you more ominously than any door you’ve seen before. You’re almost too intimidated to proceed forward, but you push yourself to do so anyhow. The lock looks simple enough. There are six two-digit number slots lined up in a row. Each of them is currently set to “00”..."
      The GM must roll one d4, one d6, one d8, one d10, one d12, and one d20. This will create the code. The player must then try to guess the code within a set timeframe.   For an easier challenge, the time can be set to one minute with unlimited guesses and confirmation of individual numbers guessed in any order.   For a more challenging scenario, the timer can be set to thirty seconds with unlimited guesses and confirmation of individual numbers guessed in the correct order.   For COMPLETE HARD MODE, dismiss the timer but only allow a certain number of guesses before the password resets itself (ex. 5 or 10). Each number can only be confirmed if it is in the correct number slot.

    Tails

    Meta
    "You approach the door…it seems to loom over you more ominously than any door you’ve seen before. You’re almost too intimidated to proceed forward, but you push yourself to do so anyhow…"
      The GM must use puzzles and solutions (including dismissed ones) from previous doors to compile them into the ultimate puzzle for this single door. If no doors were previously opened, feel free to come up with something that could have been a running gag from the beginning of the session, or something that helps to flesh out a character development moment for the party members. Get creative and make things fun! If all else fails and you have no ideas on how to proceed with this door, make it require physical force to knock in.
    If you would like more ambiance while running through the game, check out these supplemental articles to give you an idea of the location, and click here to find the playlist of songs and sounds to add more flavor to your session (coming soon).

     

     

    Enemies and Non-Playable Characters

     
    The GM (or players if there is no GM) may add to the difficulty by starting the game off with stationed guards. Use the following tables to determine which kinds, how many, and where they are positioned within the premises. All players begin with 20 hitpoints, so it is suggested that most NPCs and objects with the ability to take damage should have 10 hitpoints. Still, you may adjust that number up or down for different enemies to determine challenge levels. A BIG BAD BOSS may have 30 hitpoints if it is the final enemy of the game, or a small turret could only have 2 hitpoints since they are plentious and lack defenses.

    Human Guards

    There are various types of Human guards. They can all have different ages, personalities, and abilities. They are allowed to wield weaponry and may also be accompanied by an HTPMD.   Lackadaisical Humans can be very bored or even get sleepy, leaning against the wall and not caring too much about their duties.   Devoted Humans can be very invested in their jobs and pay attention to every detail. They want to help and are glad when something exciting happens and they can capture a bad guy (or intercept an Agent on a Test Mission).   If the Human is average, they will have a +2 strength modifier and have a +2 consittution modifier. They will roll a d4 to navigate through the maze.   If the Human is Enhanced, they wil have a +3 strength modifier and have a +3 consittution modifier. They will roll a d6 to navigate through the maze.  

    Android Guards

    There are TWO different types of Androids; automatons that look exactly like normal Humans and automatons that look like a mechanical construct. Out of these two types, there are three subtypes; Androids who know they are androids, androids who believe themselves to be Humans, and androids without an integrated personality (Mindless Drones).
      All Androids will have a +4 strength modifier and have a +4 consittution modifier. They will roll a d8 to navigate through the maze.   They may also be equipped with weapons, or constructed with built-in combat devices. In addition, they are allowed to be accompanied by an HTPMD. Androids who are not Mindless Drones may be susceptible to charisma. Mindless drones will not be affected by such tactics.

    HTPMD Guards

    HTPMDs are giant dogs who often grow to be larger than a Human when standing on two legs. They are also very intelligent. There are two main personality types; Fully Trained and Not-Yet Trained. Fully Trained HTPMDs will be more resistant to distractions as they are heavily devoted to their duties. The Not-Yet Trained HTPMDs will be absentminded and likely to abandon their job. They are playful dogs who want to eat food and have fun!   All HTPMDs will have a +3 strength modifier and have a +3 consittution modifier. They will roll a d8 to navigate through the maze.   They may also be accompanied by Android or Human handlers. You can allow the HTPMD to have a translator collar if you so choose. Regardless, they are ultimately still domesticated canines who will likely understand Human speech even if they are unable to respond in the language.

    Base Op Guards

    These guards will not be directly seen in the maze, but have several tools at their disposal to impede and destroy their targets.   CAMERAS are being observed by Base Ops. If a player is seen on a Camera, the Base Op Guard may alert troops in the maze to redirect to that area.   TURRETS are being controlled by Base Ops. If a player falls into its line of sight, the Base Op Guard may fire a shot at them. Turrets will have a +1 strength modifier and have a +1 consittution modifier. They will roll a d4 to attempt to hit their target in the maze.   DOORS can be opened, closed, and placed in the middle of a path by the Base Op Guard (see Environment and Hinderances).

    Escaped Prisoners

    These NPCs can be found in the maze. Depending upon who the players are, they may be for or against their cause. These prisoners can be Humans, Androids, or Enhanced.

     
     

     

    Gameplay and Rulesets

     
    Below are basic guidelines to run a session as a player or GM. If you would like to utilize other techniques, feel free! This adventure can be adapted to any system.
     

    Beginning a Session

    The default entrance is located at P26 of the Blue Level, but some backstories require players to start in locations other than the entrance. In this case, you will enter the maze by being randomly rolled into one of the starting positions, or choosing one, depending on your party and its explanation. If the party members all start in different places, the players or the GM can determine where exactly they each begin and why.   If there is a Designated Base Op and the story allows, the party as a whole can discuss a brief plan before splitting up and entering the maze so that they will not need to utilize any WispNavi channels before starting.   If the party starts in different locations, they may or may not be aware of each other's presence in the maze, so a briefing is not necessary. Either way, the narrative story should be established before beginning.   The GM (or players) may also choose to add enemies and doors to the map in designated locations prior to starting. Use a die to randomize this if uncertain where to place them. More can be added later, so it is not necessary to fill the entire map with obstacles at this time.  

    Turns and Movements

    Depedning upon the characters, species, ranks, roles, and stories chosen, each player will use a certain die to navigate through the maze.    
  • Average Human: d4
  • Enhanced: d6
  • Android: d8
  • HTPMD: d8
  •   REMEMBER TO FACTOR IN YOUR STRENGTH MODIFIER when performing movement skillchecks. If a player would like to stop short of their full roll, they may. But they may NOT exceed the distance capacity of the roll until their next turn.     On each turn, a player has the ability to MOVE through the maze, ATTACK an enemy or obstacle if wanted or necessary, AND perform one BONUS ACTION which involves things such as attempting contact on a WispNavi or injesting a VEx Pill. It is not necessary for a player to do all three, but this is what is allowed on each turn.     Designated Base Ops will not move through the maze. On their turn, from the comfort of their chair, they have the ability OBSERVE a section of the environment of their choice, CONTROL something within Albitrunca, and perform one BONUS ACTION which involves things such as attempting contact on a WispNavi or hacking a door etc. It is not necessary for a Base Op to do all three, but this is what is allowed on each turn.  

    Attacks and Defenses

    Each player will roll a d4 to attack. Based on their statblock, there may be positive or negative modifiers in place for Dexterity and Strength, the main two skillsets to check when in combat. Depending on what the player is attempting, either or both can be taken into consideration; namely Dexterity when determining if a hit is successful and Strength when determining how much damage is dealt out. When using a weapon, the weapons rules are also factored in.   All players begin with a total of 20 hitpoints. When being fought, each player must factor in their Constitution modifier. Add or subtract it from the total of damage dealt to the player for a final result.   Designated Base Ops will not directly perform physical combat. They cannot lose health or deal damage unless operating through devices in the Albitrunca environment such as Turrets or Drones.

    Playing Field

     

    Full Map

    Full Map

     

    Blue Level

    Blue Level

    Blue Level (with atlas grid)
     

    Yellow Level

    Yellow Level

    yellow level.png
     

    Pink Level

    Pink Level

    Pink Level (with atlas grid)
     

    White Level

    White Level

    White Level (with atlas grid)
     

    Brown Level

    Brown Level

    Brown Level (with atlas grid)
     

    Purple Level

    Purple Level

    Purple Level (with atlas grid)
     

    Red Level

    Red Level

    Red Level (with atlas grid)
     

    Green Level

    Green Level

    Green Level (with atlas grid)
     

    Center Level

    Center Level

    Center Level (with atlas grid)

     

    Winning and Losing

    Depending on the assigned directive, the goal may not be to get to the center of the maze or even to escape it. If your assigned task was to retrieve something from a particular area in Albitrunca, the GM (or players if there is no GM) may decide to end the game once the item is reached. It is also possible for the GM or players to deem it necessary to make it back out of the maze again with the collected goods. This all depends on the desired level of difficulty and length of session.   Depending on the style of gameplay desired by the participants, it is possible to allow or forbid player death along with mission failure as a whole. The DM ultimately decides the fate of the players and tries to ensure that everyone is having lots of fun. It is important to gauge the enjoyment of all participants and to establish what can and cannot happen before beginning the session.


     
     

    This One-Shot TTRPG Experience is designed for 2-6 players and can be run with or without GM guidance.


    Feel free to use, print, play, share, or whatever have you! If you'd like to support, a pay-what-you-want item will be found in my Ko-Fi shop. All tips are appreciated, but snagging the game for $0 is not discouraged! Thanks for reading and checking it out.
    VIEW THE SUITE

     

    Toolbox

      Dice Bag
    1d4 1d6 1d8 1d10 1d12 1d20
      Species, Roles, and Ranks
    Your player character may take on the form of any of the following species:
     
    Human
    These individuals are what many would consider 'normal'. They may have talents and special feats, but nothing completely out of the ordinary.
     
    Enhanced
    These individuals can be of any species but they are most often slightly altered Humans with increased strength, stamina, sensing ability, etc.
     
    Android
    These individuals are made of artificial materials and imbued with a pseudo-sentient ai persona. Some believe that they are actually sentient and aware of their form. Not all of these androids perform the same or percieve life and their own individual missions the same. Some are even unaware or in denial of the fact that they are a construct and not a biological life form.
     
    HTPMD
    These HIghly Trained Pyrennean Mountain Dogs often have alterations that allow it to posess enhanced senses and abilities. Still being dogs, these agents are often very distracted by food, playful individuals, and interesting smells. They can optionally be equipped with a Translator Collar to help them speak Human langauage, but this is by no means necessary.
     
    Once a species is selected, your player character may select one of the following roles or ranks:
     
    Base Op
    These agents do not actually enter Albitrunca but they stay on the outside and advise allied agents on their missions within, or they keep watch and guard the premises for opposing operatives. If a Base Op does enter the maze, they may be unfamiliar with practices because they are used to being in a chair behind a screen and not enduring physical scenarios.
     
    Introductory Intern
    These agents are most known for venturing into Albitrunca for their Final Assignments. They are typically older adolescent, teenage, or young adult Humans. These agents are often curious or clumsy in nature as they are just now learning the ropes, especially if they are minors who are also part of the Junior Sprout program.
     
    Field Agent
    These agents are just now beginning to go into the field to perform simple tasks and spy on targets. An agent assigned this rank would likely not belong in Albitrunca unless they were accused of going rogue and consequently imprisoned there, were tricked into entering by naughty colleagues, somehow got lost while snooping around headquarters, or were filling in for another agent due to some unfortunate mishap etc.
     
    Super Spy
    These agents are some of the best on the force. They are well versed in various tasks and could be asked to do just about anything.
     
    Elite Espionage
    These agents typically don't do anytthing around headquarters unless it is something absolutely imperative. If there is a serious threat located in Albitrunca that the Higher-Ups don't want regular agents to know about, they will call in the Elites to take care of it, as they are more trusted not to be privy to.
     
    Opposing Operatives
    These individuals are against the W.I.L.L.O.W.I.S.P. organization for whatever reason. They do not all have to belong to a certain group or faction, but they are considered malicious actors and enemies to the agency. Since WILLOWISP owns Albitrunca, if these individuals are present, this means that they are either entering the base with evil intent or have somehow stumbled upon the base by accident.
     
    Prisoners
    These individuals have been accused of wrongdoing by the W.I.L.L.O.W.I.S.P. and consequently sentenced to confinement within Albitrunca. These individuals can have been held here for quite some time, or can just be entering and attempt to break free from their escorts. These individuals can be of any species or age, but they are likely to be Human adults.
       
      Playable Characters
    Players can come up with any type of backstory, name, and appearance for themselves. The chart will provide types and reasoning with the ability to roll for randomness if one cannot decide on something. Overall guidelines for character creation are very loose, but magical abilities that may break this game that takes place in a real-world setting are not advised.
      Fillable Statblocks
      Synopsis

    Story Summary

    You might know how you got here, you might not. Either way, you're in a giant underground maze facility supposedly owned by the W.I.L.L.O.W.I.S.P. organization. You have to escape...or do you have to find a something in here somewhere? Whatever your directive, you must complete it before too late.   Different backstories can be chosen for why an individual or party is in the maze. They can all have the same goal or separate goals. This depends heavily on the players and GM (if present).

     

      Specifications
    Runtime: 1-2 Hours
     
    Recommended System: Technically, this is a stand-alone system with its own mechanics, but you can use any systems desired for scoring and point mechanics, character sheets, enemy levels, etc. GMs (if present) must use their best judgement when determining things the players can and cannot do for the sake of the game and the enjoyment of everyone.
     
    Equipment: Pen/Pencil and Paper for the players to draw out their characters, keep notes, or jot down anything else that comes to mind (optional).     Standard set of seven RP dice are required for some mechanics and can be utilized to help with randomization if a player or GM would prefer not to improvise as much. Supplemental dice-roll buttons have been embedded into the page for your convenience.
       
    Players: 2-6   Ideally, the story is best enjoyed with two to four individuals each portraying a character created from the chart. A single person acting as the GM is optional, but the game is also able to be run by the players themselves using only the rules as a guide.   One may play this as a Solo RPG as well, but the game may end up quite challenging and a bit lengthy. More than six can play if desired, but please be aware that so many players at once may be a lot to keep track of and some may feel disengaged if they are not having as much interaction.


     
     
    Game, stories, mechanics, graphics, editing, and art by Ossandra White (me). Dungeon Fog was used to create the maze maps and Albitrunca logo.


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