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.
The adventure ahead
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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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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.
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.
Hook 01
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
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.
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.
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.'
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.
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.'
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.
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.'
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.
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!'
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.
Milestone: The party reaches 2nd level after passing the checkpoint, and 3rd level after defeating 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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Subscribe NowHe 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.
Charismatic, paranoid, and cruel. He rants about betrayal and destiny. He is a bully who crumbles when cornered.
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.
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.
Recommended party: 4 characters
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.
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.
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.
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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 …
Free campaign generations include one villain sheet. Additional villain, NPC, and player-facing module character sheets are available in premium campaigns.
Subscribe NowFree 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.
Subscribe NowHe 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.
Charismatic, paranoid, and cruel. He rants about betrayal and destiny. He is a bully who crumbles when cornered.
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.
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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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.
Grandma Note's hidden resistance radio, a Naki patrol map, and 15 gp in the scouts' pockets.
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.
Suggested Level: 1-2
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.
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.
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.
Suggested Level: 2-3
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.
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.
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.
Lucky Compass of the Lost
Completed
Act I, Vikhamn; reward from Grandma Note for news of Erik or for repairing the seaplane.
True — by a character who has helped Grandma Note or promised to find Erik
Naki Propaganda Radio
Completed
Act I, Checkpoint Falken; found in Frank's tent or taken from the hangar scouts.
False
Darek's Teddy Bear Charm
Completed
Act I, Checkpoint Falken; given by Darek if the party helps him.
True — by a character who comforts Darek or protects him from Frank
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