The adventure ahead

Campaign Overview

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The Iron Broadcast: Act I

It is 2037. World War III has begun. In a small Swedish harbor town, a news broadcast shatters the peace: Germany has declared war on the world. Adolf Hitme has taken control of Berlin.

You are ordinary people who decide to do something extraordinary. With a retired pilot's seaplane, a hurt child's secret path, and a talking squirrel's guidance, you fly to Berlin to stop the dictator before his war consumes everything.

This is Act I of a larger campaign. You will start in Sweden, cross a Naki checkpoint, infiltrate the ruins of Berlin, and confront Adolf Hitme in his Chancellery. But defeating him will only reveal that a greater evil lurks behind the war.

Tone: Pulp action, desperate heroism, and a race against time. Expect combat, stealth, and tough choices.

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Player Handout

Player Handout

Setting: 2037, World War III. Europe is in flames. Germany, under the dictator Adolf Hitme and his Naki party, has declared war on the world.

Your Situation: You are in Vikhamn, a small Swedish harbor town, when the news breaks. The broadcast is interrupted: 'Germany has declared war on the world; Adolf Hitme has taken control of Berlin.' The crowd panics. You know you must act.

Your Goal: Travel to Berlin and stop Adolf Hitme.

Tone: Fast-paced, heroic, and gritty. You are not super-soldiers—you are people who refuse to stand by.

Starting Hook: Grandma Note, a retired pilot, offers her seaplane if you can help her fix it. But the Nakis are closing the borders, and a checkpoint stands between you and Berlin. Time is running out.

Free Act I Preview
Levels 1 3 Sessions 1 session, 3 hours

The Iron Broadcast: Act I

Behind the screen

Act I of *The Iron Broadcast* is a 3-hour opening session for 1st-level characters. The party starts in Vikhamn, a Swedish coastal town, where they witness the broadcast announcing Adolf Hitme's declaration of war. They must secure a seaplane from Grandma Note, navigate a Naki checkpoint (where they meet Darek and Frank), infiltrate Berlin, and confront Hitme in the Chancellery. Hitme is a CR 3 villain; his defeat reveals hints of a larger conspiracy (the 'true master' he mentions).

The act ends with the party victorious but aware that the war is far from over. Key themes: ordinary people rising to heroism, the cost of war, and the first hint of a shadowy power behind Hitme.

Adventure Hooks

Hook 01

The Broadcast

The party is in Vikhamn's harbor square when the news feed is hijacked by Adolf Hitme's declaration of war. Grandma Note sees them act and offers a desperate path to Berlin.

Hook 02

The Pilot's Bargain

Grandma Note will lend her seaplane only to people willing to help repair it and carry a message to the resistance in Berlin. Her missing grandson gives the mission a personal edge.

Act Structure

Act I: The Broadcast

Recommended level: 1-3

The party witnesses the broadcast of Adolf Hitme's declaration of war. They secure a seaplane, cross a Naki checkpoint, infiltrate Berlin, and confront Hitme in the Chancellery. Hitme's defeat reveals a hint of a larger conspiracy.

Objectives

  • Hear the broadcast in Vikhamn and decide to act.
  • Secure Grandma Note's seaplane.
  • Get through the Naki checkpoint.
  • Reach Berlin and find Hitme's location.
  • Confront and defeat Adolf Hitme.

The Broadcast

The harbor square of Vikhamn

Read aloud

You are in the harbor square of Vikhamn when the giant screen flickers. A news anchor appears, trembling. 'Germany has declared war on the world. Adolf Hitme has taken control of Berlin.' The crowd gasps. Grandma Note grabs your arm. 'You look like you can handle yourselves. I have a seaplane. But it needs repairs.'

Running this scene

Grandma Note offers her seaplane if the party helps fix it or convinces her. The plane is in a nearby hangar. Bob the squirrel watches from a crate and may offer cryptic advice. The party can also try to find another way to Berlin, but the seaplane is the fastest.

Checks
  • Persuasion DC 12 to convince Note to lend the plane immediately.
  • Investigation DC 14 to find the needed parts in the hangar.
  • Athletics DC 10 to help repair the engine.
Clues
  • The Nakis are rounding up dissidents.
  • Hitme's forces are called Nakis.
  • Note's grandson was taken by Nakis.
Where next
  • Once the plane is ready, the party flies toward Berlin.

The Checkpoint

A Naki checkpoint on the forest road to Berlin

Read aloud

Your seaplane lands in a field near a Naki checkpoint. Soldiers wave you down. A young boy, Darek, limps toward you. 'Please, they took my parents. There's a secret path through the woods. But the mean soldier Frank is watching.'

Running this scene

Darek is a hurt child refugee. He knows a hidden trail. Frank is a Naki soldier who will harass and possibly fight the party. Use Frank's character sheet if combat starts. The party can sneak, fight, or trick their way through. If they help Darek, he offers to guide them.

Checks
  • Stealth DC 13 to sneak past the guards.
  • Deception DC 14 to bluff the guards.
  • Intimidation DC 15 to scare Frank off.
  • Survival DC 12 to follow Darek's trail.
Clues
  • Frank mentions 'the Chancellor's new weapon'.
  • Darek saw a map showing a secret entrance to the Chancellery.
  • The Nakis are searching for a 'talking squirrel'.
Where next
  • The party reaches the outskirts of Berlin.

The Iron City

The ruined streets of Berlin

Read aloud

Berlin is a maze of rubble and propaganda posters. Bob the squirrel scampers ahead. 'I know a resistance contact. But we need to avoid patrols.'

Running this scene

Bob leads the party to a resistance hideout. The party must gather information. Use Investigation or social checks. Patrols of Naki soldiers (use Guard stats) roam. The resistance can provide a map of the Chancellery.

Checks
  • Investigation DC 14 to find the resistance hideout.
  • Perception DC 12 to spot patrols.
  • Persuasion DC 13 to get information from a local.
Clues
  • Hitme is in the Chancellery.
  • The Chancellery is guarded by elite Nakis.
  • A secret tunnel leads under the Chancellery.
Where next
  • The party heads to the Chancellery.

The Final Confrontation

The Chancellery's main hall

Read aloud

The doors of the Chancellery burst open. Adolf Hitme stands at the far end, flanked by guards. 'You dare challenge me? The world will burn!'

Running this scene

This is the finale. Hitme is a CR 3 villain. Use his character sheet. He has 2 Guard bodyguards. The party can fight or try to capture him. If Hitme is defeated, he reveals a cryptic message about a larger conspiracy before collapsing.

Checks
  • Initiative roll for combat.
  • Athletics DC 15 to break through the guards.
  • Intimidation DC 16 to make Hitme hesitate.
Clues
  • Hitme mutters about 'the true master' in his defeat.
  • A hidden ledger reveals contacts in other nations.
Where next
  • The campaign ends with the party victorious but aware of a greater threat.

Milestone: The party reaches 2nd level after passing the checkpoint, and 3rd level after defeating Hitme.

Villain Character Sheets

Adolf Hitme Adolf Hitme

Adolf Hitme is a gaunt, severe man in his forties, his dark hair slicked flat and his toothbrush mustache trimmed with obsessive precision …

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Monsters & Enemies

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Villain Plans

Adolf Hitme Character Sheet

Dictator of Germany, leader of the Naki party

Motivation

He blames other nations and groups for Germany's problems after World War I. His extreme beliefs drive him to conquer the world and purge those he deems responsible.

Personality

Charismatic, paranoid, and cruel. He rants about betrayal and destiny. He is a bully who crumbles when cornered.

Resources

  • The Naki army
  • Propaganda machine
  • The Chancellery fortress
  • Elite bodyguards

Battle Plan

Hitme starts with two Guard bodyguards. He uses cover and taunts the party, focusing fire on spellcasters. If reduced to half hit points, he tries to flee through a secret door, triggering a trap. If cornered, he fights desperately with a pistol.

Defeat or Redemption

Hitme can be killed or captured. If defeated, he whispers, 'You are too late... the real power is already here.' This hints at a larger villain. He cannot be redeemed—his crimes are too great.

Running Notes

Recommended party: 4 characters

Session Zero

Before play, discuss safety tools (lines and veils, X-card, open-door policy). This campaign features fascism, war violence, child endangerment (Darek), and a parody dictator. Make clear the table opposes Naki ideology; villains are meant to be defeated. Agree on tone: pulp action with serious stakes, not grim nihilism. Confirm boundaries around depictions of real-world hate symbols; use fictional Naki banners and propaganda. Set expectations for a 3-hour session with milestone leveling.

Scaling Guidance

Use the listed guard counts as the baseline for four 1st-level characters. For three players, remove one Guard from Checkpoint Falken and one Guard from the throne room. For five or more, add one Guard to each combat or give the wolf maximum hit points. If the party avoids combat through stealth or trickery, award the same milestone progress. Do not increase Hitme's power beyond a CR 3 threat in Act I; instead add guards, hazards, or time pressure.

DM Advice

Pace Act I in three beats: Vikhamn (30–45 min), Checkpoint Falken (45–60 min), Berlin and Chancellery (60–75 min). Use Bob for cryptic hints and Darek for emotional stakes. Let Frank be a bully who folds when pressured. Keep Hitme's defeat quick and dramatic; his final line is the hook for Act II. Award levels at the checkpoint and after Hitme.

Secrets & Clues

  • Hitme's final words—'the real power is already here'—refer to a hidden patron who supplies the Nakis with advanced technology.
  • Bob the squirrel escaped from a Naki research lab beneath Berlin and recognizes the patron's sigil on Hitme's ledger.
  • Grandma Note's grandson Erik is alive in a labor camp and has seen shipments marked with the same sigil.
  • Frank carries a sewer map of the Chancellery; it marks a hidden tunnel that bypasses the throne room guards.

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Villain Character Sheets

Adolf Hitme Adolf Hitme

Adolf Hitme is a gaunt, severe man in his forties, his dark hair slicked flat and his toothbrush mustache trimmed with obsessive precision …

Premium Campaign Feature

Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.

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Monsters & Enemies

Premium Campaign Feature

Free campaign encounters use official monster sheets, plus the campaign villain character when referenced. They do not include generated custom monster sheets. Subscribe to create custom campaign monsters and enemy stat blocks.

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Villain Plans

Adolf Hitme Character Sheet

Dictator of Germany, leader of the Naki party

Motivation

He blames other nations and groups for Germany's problems after World War I. His extreme beliefs drive him to conquer the world and purge those he deems responsible.

Personality

Charismatic, paranoid, and cruel. He rants about betrayal and destiny. He is a bully who crumbles when cornered.

Resources

  • The Naki army
  • Propaganda machine
  • The Chancellery fortress
  • Elite bodyguards

Battle Plan

Hitme starts with two Guard bodyguards. He uses cover and taunts the party, focusing fire on spellcasters. If reduced to half hit points, he tries to flee through a secret door, triggering a trap. If cornered, he fights desperately with a pistol.

Defeat or Redemption

Hitme can be killed or captured. If defeated, he whispers, 'You are too late... the real power is already here.' This hints at a larger villain. He cannot be redeemed—his crimes are too great.

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Encounters

Hangar Shakedown

Suggested Level: 1

As the party helps Grandma Note open the hangar, two Naki advance scouts arrive to seize the seaplane for the Reich.

Creatures

Terrain Features

The hangar has crates for cover, a fuel drum (flammable hazard), a winch cable, and a narrow side door. The seaplane is fragile; area damage risks damaging it.

Treasure

Grandma Note's hidden resistance radio, a Naki patrol map, and 15 gp in the scouts' pockets.

DM Notes

For a stronger party, add one Guard or give the scouts a Wolf. For a weaker party, remove one Guard and let the fuel drum be used as a distraction.

Checkpoint Falken

Suggested Level: 1-2

The party reaches the forest checkpoint and finds Darek hiding near the road. Frank orders his guards to search the refugees, and a guard dog strains at its leash.

Creatures

Terrain Features

Barbed-wire fences, two watchtowers, muddy trenches, refugee tents, and a kennel. The forest edge offers stealth routes. Darek knows a hidden trail that bypasses the gate.

Treasure

Frank's tent holds a Chancellery sewer map, 25 gp, and a Naki radio codebook. Darek offers his teddy bear charm if the party helps him.

DM Notes

For a harder fight, add one Guard or a second Wolf. For an easier fight, remove one Guard and let the wolf flee when the first guard falls.

The Chancellery Throne Room

Suggested Level: 2-3

The party enters the throne room to find Adolf Hitme flanked by two elite guards, a propaganda microphone still broadcasting his voice.

Creatures

Terrain Features

Marble floor cracked by explosions, overturned desks for cover, a propaganda microphone, heavy curtains, and a hidden door behind the throne. Smoke and rubble create difficult terrain.

Treasure

Hitme's private ledger names contacts in other nations and bears a strange sigil. The microphone can be used to broadcast a resistance message. A locked desk holds 100 gp and a Naki officer's seal.

DM Notes

For a stronger party, add one Guard or let Hitme start with partial cover. For a weaker party, remove one Guard and have Hitme flee earlier, ending the fight when he reaches the tunnel.

Magic Items

Lucky Compass of the Lost Lucky Compass of the Lost Completed

Lucky Compass of the Lost

Uncommon
A brass compass that once belonged to Grandma Note's grandson. Its needle trembles toward people who are lost, missing, or in danger, not true north.

Location

Act I, Vikhamn; reward from Grandma Note for news of Erik or for repairing the seaplane.

Attunement

True — by a character who has helped Grandma Note or promised to find Erik

Naki Propaganda Radio Naki Propaganda Radio Completed

Naki Propaganda Radio

Uncommon
A compact field radio stamped with the Naki eagle. It can pick up military broadcasts and, with a codebook, send false orders in a convincing Naki voice.

Location

Act I, Checkpoint Falken; found in Frank's tent or taken from the hangar scouts.

Attunement

False

Darek's Teddy Bear Charm Darek's Teddy Bear Charm Completed

Darek's Teddy Bear Charm

Common
A battered teddy bear with one button eye. Darek believes it keeps away nightmares; it actually carries a faint protective charm from his mother.

Location

Act I, Checkpoint Falken; given by Darek if the party helps him.

Attunement

True — by a character who comforts Darek or protects him from Frank

Player Characters

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