Mordax Prime: Worldbuilding for an Immersive 40K Campaign

One of things I love about Dungeons and Dragons campaigns is the worldbuilding. Particularly when the world advances and changes through the player actions and creativity. My long standing Salkire campaign evolved from a ruined city to a huge world with kingdoms, factions and villains vying for attention. All formed through gameplay and collaboration between my players and me, as DM. Over the last couple of years I have rediscovered sci fi wargaming with a particular focus on Warhammer 40K lore. I discovered the incredible Corvus Cluster, a long running blog tying together a groups games into one long running and immersive campaign. Ultimately, not too dissimilar to a long term D&D campaign really. Using this as inspiration I wanted to do similar worldbuilding for my own 40K inspired games. Mordax Prime is the result.

What is Mordax Prime

Mordax Prime a sector of space in the Warhammer 40K universe that I have developed as a narrative backdrop for my 40K inspired games. While I have retrofitted some of my previous games into this Sector, future games will be informed by and change the setting. My hope is that the setting begins to take a life of it’s own. Dictated by the outcomes of games and player actions. As mentioned previously this is narrative focused, providing colour and setting to our games. Players will know that game outcomes will have impact and I hope that this will add flavour not present in a normal game.

Star chart of Mordax Prime. A good starting place.

The Mordax Sector begins the campaign under Imperial control. Of course, this is likely to change as the narrative progresses.

Current Worlds

These were easy to develop using AI prompts as well as additions from my own imagination. I knew that I needed Luthca IV and a jungle death world, based on previous skirmish games I’d run. Other than that I was open to other 40K tropes like the forge and hive worlds. The last addition was the navy watch station. As I’d had pirate captain Mad Claw make an appearance in a game I want to explore this narrative a bit more. An Imperial naval port is exactly the location needed to help it play out in an exciting way.

So far, Mordax Prime comprises the following worlds. Of course new worlds and clusters may appear over time as the narrative dictates. As you can see from the descriptions below there is plenty of scope for conflict already.

Helios Magna (Hive World and Sector capital)

Description: A sprawling, industrial hive world teeming with millions of souls and the Administratum center for the system. Its vast manufactorums supply weapons and armor for the Imperial Guard. The towering spires of the hive cities are hotspots for intrigue and rebellion, making it a critical point of interest for both Imperial and Chaos forces.

Strategic Importance: Helios Magna’s output is vital for sustaining Imperial war efforts. Control of this planet secures supply lines and access to vast manpower resources.

Challenges: Frequent underhive uprisings and the ever-present threat of Genestealer Cult infiltration.

Verdantia Prime (Death World)

Description: A lush, verdant world filled with dangerous flora and fauna. The thick jungles are a perfect hiding place for renegades and xenos. It’s rumored to be home to ancient artifacts of great power.

Strategic Importance: Control of Verdantia Prime offers access to rare resources and strategic defensive positions. It’s also a key site for potential xeno-archaeological discoveries. Thought to house a top secret Dark Angels training facility.

Challenges: Navigating treacherous terrain and dealing with constant ambushes from Tyranid bioforms or feral Chaos cultists.

Aetherion V (Forge World)

Description: A heavily fortified forge world, Aetherion V is known for its production of advanced weaponry and vehicles. It is a linchpin in the sector’s defenses, equipped with formidable orbital platforms and ground-based macro-cannons.

Strategic Importance: Control of Aetherion V ensures a steady flow of high-quality wargear and defensive capabilities. It’s also a prime target for sabotage by the Chaos Space Marines.

Challenges: Infiltration by Chaos cults and the risk of large-scale conflicts breaking out in its production facilities.

Luthca IV (Industrial World)

Description: Highly productive factorium world built over ancient ruins. Supplies nearby sectors with manufacturing and agricultural machinery. Caches of archaeotech are thought to lie hidden deep within the Cinder Desert and in the roots of the hive cities.

Strategic Importance: While of lower manufacturing importance than Luminara Secundus, Luthca IV is the focus of many expeditions looking for ancient artefacts thought to provide great power..

Challenges: Both Chaos cults and Xenos vie with Imperial and Mechanicus agents in the search for forbidden tech. It is also rumoured that a Chaos gate lies buried deep beneath Hive Secundo.

Watchpoint Epsilon (Imperial Port)

Description: Key naval station providing patrols of nearby warp lanes.

Strategic Importance: Home of Watchfleet Epsilon, key in the defense of the Sector and nearby warp lanes.

Challenges: Seen as a backwater posting has led to dissatisfaction and potential heresy amongst some of the officer cadre.

Luminara Secundus (Pleasure World/Trade Hub)

Description: Known for its beautiful landscapes and luxury, Luminara Secundus serves as a retreat for the sector’s elite and a bustling trade hub. Its relative tranquility makes it an ideal location for diplomacy or covert operations.

Strategic Importance: Though less militarized, control of Luminara Secundus provides economic leverage and a base for Rogue Traders. It also serves as a critical node for intelligence gathering.

Challenges: The planet’s affluence attracts both political machinations from Imperial Nobles and covert infiltration by Chaos agents.

Active Factions

A number of factions are thought to be active within Mordax Prime. These are listed below with significant personalities coming from previous games and player invention.

  • Inquisition: Rooting out heresy and maintaining order.
    • Inquisitor Jaegermann: Ordo Hereticus seeking out daemonic influences with the Imperial hierarchy.
  • Rogue Traders: Seeking profit and ancient relics.
    • Benedictus Sixtus: notorious Rogue Trader known to play all sides. Fond of tall tales.
  • Imperial Nobles: Defending their estates and political power.
    • The Duchess: Leader of the most powerful family on Helios Magna.
  • Sisters of Battle: Purging heretics and xenos.
    • Enclave of the Veiled Light: Located on Helios Magna.
  • Space Marines: Responding to major threats with precision strikes.
    • Dark Angels: Secret training base in the jungles of Verdantia Prime.
    • Lancet Hereticus: Elements of this Inquisition controlled chapter thought to be active in this sector.
  • Imperial Guard: Garrisoning key locations and mounting large-scale defenses.
  • Tyranids: Emerging from hidden bio-ships, consuming everything in their path.
    • Possibly identified on Verdantia Prime. Thought to be connected to the researches of the late radical Inquisitor Tiberious Glaze.
  • Genestealer Cult: Sowing rebellion from within.
    • Heralds of the Star Children: active on Luthca IV, threat level high. Currently being investigated by Dark Angels and agents of the Inquisition.
  • Forces of Chaos: Undermining Imperial control and seeking to bring the sector into the warp.
    • Acolytes of the Red Mist: active on Luthca IV threat level unknown.
    • Mad Claw Crew: notorious pirate currently working from a secret location in the Starfire Shallows.

Plenty of scope for interesting battles, with room enough for additional factions as play progresses.

Current Campaign Log

This was a really fun part of the worldbuilding for me. Placing past games into the sector started uncovering links between factions and planets. Consequently, Mordax Prime is beginning to feel more than a map with some planet names. Life has been breathed into it.

356.658.M41 Unrest on Luthca IV

During a period of unrest on Luthca IV an Inquisitor, Enforcers, Planetary Guard, Acolytes of the Red Mist, Mining Guild and Infractionist gangs fought a vicious skirmish. Each group was making the most of the unrest to pursue their own agendas. Ultimately, Inquisitor Jaegermans retinue won the firefight retrieving the infamous Chaos artefact “Belial Goblet”.

Gangers face off in the streets of Luthca IV

357.020.M41 Echoes of Xenos

Located in the nearby Lupin Sector, Rogue Trader Benedictus Sixtus competed with various Inquisitors and Adeptus Mechanicus to retrieve heretical research of the late Ordo Xenos Inquisitor Tiberious Glaze. The battle raged over a number of sectors and moons as the warbands pursued the trail of clues. Despite battling an emergent Xenos threat Sixtus escaped with the research and fled to the Mordax Sector intent on finding a buyer.

Gun servitor covers an Inquisitor as he explores the depths of an orbital gun platform

357.125.M41 Jungle Hunt

Imperial troopers of the navy and guard pursued the downed vessel of the notorious pirate captain Mad Claw into the jungles of the death world Verdantia Prime. A vicious firefight broke out between the renegades and the brave Imperial patrol. The noise of the firefight awoke some xenos terrors of the jungle, who grabbed combatants from both sides from the leafy darkness. Those lost were never seen again. Unfortunately, Mad Claw and his allies applied superior tactics and fought their way to freedom. The Captain and his crew are thought to be hiding in the Starfire Shallows nursing their hunger for revenge.

It is rumoured that some of the research uncovered by Benedictus Sixtus has made its way to the planet surface. But how or why is unknown.

A brave naval trooper hides as a xenos monster stalks the jungle

357.450.M41 Potential Heresy on Helios Magna

A small but lethal force of suspected Dark Angel space marines assaulted an Ecclesiarchy compound on Helios Magna. The garrison of Adepta Sororitas (Order of the Veiled Light) scrambled quickly to defend. However, could not match the firepower of the marines and their formidable dreadnought. By the time reinforcements arrived the Dark Angels had disappeared as mysteriously as they had appeared, their objective unknown.

Dark Angels capture the objective under the heavy yet ineffective fire from the Sisters of Battle

357.556.M41 The Heist: Luthca IV

On the edge of Hive Secundo a multitude of gangs competed to retrieve a dangerous xenos artefact from the convoy of a Mechanicus expedition. What started as a tense standoff erupted into extreme violence as the hivers made and broke alliances while mercilessly blasting one another. Before order could be restored the artefact was opened releasing a powerful daemonic entity onto the planet. Few survivors lived to tell the tale. Yet, the Planetary Governor has requested aid to eliminate the creature.

Tense standoff before the firefight erupted
The warp daemon materializes causing mass panic!

357.790.M41 Verdantia Prime Ambush

A Dark Angels patrol was ambushed by an unidentified xenos threat whilst on a training exercise in an abandoned outpost on Verdantia Prime. The space marines fought with characteristic courage obliterating the opposing force. Needless to say, agents of the Inquisition are currently investigating the source of this surprising incursion. It is rumoured amongst those who know that the xenos threat is connected to the research purloined by Benedictus Sixtus and his crew. This incident has been linked to the Xenos discovered during the pursuit of Mad Claw and his gang.

A group of unidentified xenos approach the Dark Angel position

357.800.M41 Heralds of the Star Children Bomb threat

Local enforcers on Luthca IV uncovered a plot to destroy the primary administratum building on Hive Primus. Members of the Heralds of the Star Children placed a large explosive device with the vicinity. Fortunately, it wasn’t set properly giving a small Dark Angels detachment the chance to intercept.

A vicious firefight erupted within the shadowed streets below the administratum. The Heralds employed a psyker of note giving the space marines a difficult time of things. Fortunately, the heroes of the Imperium killed wiped out the xenos heretics and diffused the bomb, saving the Hive from a terrible fate. Inquisitor Mattias Criese has been assigned the investigation of the rogue psyker and this cult, which are both now more than just minor annoyances.

Children of the Star Children advance through the empty streets intent on reaching the bomb first

357.850.M41 Xenos Hunt

Following the recent thwarted bomb threat on Luthca IV by Dark Angels Forces, Inquisitor Criese has been actively investigating the Heralds of the Star Children. In an effort to prevent any further insurrection the Inquisitor has dispatched a crack team of agents to take out Magos Drevender the revered leader of the cult.

The kill team tracked him down into the depths of Hive Primus. But before they could raid the xenos cult an unseen sentry alerted the Magos. Cult members frenziedly assaulted the agents trying to buy time for their illustrious leader to escape. However, Drevender couldn’t quite get there. Instead, he was gunned down by two agents in a hail of bolter shells.

So ended the uprising of the Star Children. The next battle will explore a different narrative from Mordax Prime.

Drevender flees round the corner towards a battle hardened agent of the inquisition, and ultimately his own doom!

Final thoughts on Worldbuilding

This exercise in worldbuilding has been a lot of fun. Tying together the battles into a narrative was much easier than expected and the sector began to take on a life of its own. Are the remnants of the Star Children thirsting for revenge? Will teh Sisters of Battle start investigating the Dark Angels? Where will Mad Claw and his pirates raid next? Is the chaos gate open and what came through? Will the Tyranid presence on Verdantia Prime summon a larger invasion fleet? So many options for exciting games ahead.

Spending a bit of time developing a campaign world for your games is a fun exercise and adds a fantastic narrative aspect to your games. I highly recommend.

How have you had success developing campaign backgrounds?

A big shoutout to Corvus Cluster as an amazing source of inspiration!

Playing the Heist: Game Report

Late last year I finally managed to get my scenario “The Heist” to the table. We ended up with six players, one of whom had never played miniatures games before. You can find out about the scenario design here and download the players pack here. Our heist game report gives the exciting detail below. In summary, we had a blast. The game narrative was introduced as follows:

We return to Luthca IV an Imperial world beset by heresy and peril.

Rich in mineral deposits Luthca IV was designated an Industrial World by the Administratum 1000 years ago. Now the planet is covered in strip mines and huge factory complexes pumping noxious fumes into the atmosphere. What remains of the once lush environment is bare trees, acidic mud and heavily polluted oceans. Three Hive Spires shield the population from the worst of the toxins and provide workers who keep the production lines on schedule.

The Imperial Governor and his staff sit at the top of Crown Spire far above the thick clouds of polluted air. High Imperial tithes continue to put pressure on the factories and mines to produce more than ever before. The guilds are stretched, and the Hive cities seethe with discontent. It is all the Governor can do to hold the peace.

The Silent Trade is the illegal trade of xenos commodities and technology by unscrupulous individuals who deal with the alien either for profit or for survival’s sake. Though highly-frowned upon by the Inquisition, many of these items are not considered outright illegal in the Imperium of Man due to the impossibility of categorising and banning every item, device, or object that may or may not have been made by nonhuman hands. What’s more they fetch a staggeringly high price when sold to the right people.

One such item has come to light.

An archotechnology expedition of the Adeptus Mechanicus uncovered something valuable out in the polluted sands of the Cinder Desert. This ancient artefact known only as the endless light is whispered to bestow great power to those who use it. But at what cost?

The expedition sent the artefact in an armoured convoy headed for the Adeptus Mechanicus conclave in Hive Secundo. But it was ambushed on the outer reaches of the hive and the guards massacred. Before the bandits could secure their loot a terrible maelstrom roared in from the desert, killing the hapless villains and leaving the priceless artefact unguarded.

Word spread fast.

Whoever could get their hands on this artefact would be rich beyond their wildest dreams. Buying themselves out of the grim existence of the underhive.

But there is a complication. The Adeptus Mechanicus were not born yesterday, they have secured their valuable find in a secure vehicle that requires a code to open. Despite the best efforts of the Fixers and Data Thieves only parts of the code have come available. The freebooters chasing this prize must work together if there is any hope of untold wealth.

Not only that, but the maelstrom has stirred up the Rad Ghouls from the Cinder Desert. Nothing a little las fire can’t take care of…

The race is on.

So how did the game unfold? Did the players feel the pressure around their decisions? Let’s find out.

Set Up

As per my scenario introduction I set the table up with the crashed APC dead center. The crew entry points (red tokens) were distributed around the edge with terrain placed to ensure it was a relatively safe place to join the game from. Of course, the remaining terrain was placed to resemble a claustrophobic under hive setting reminiscent of games like Necromunda.

Heist board mid play. Note the crews positioning themselves around the central objective.

Each player was given a crew sheet and chose a trio of miniatures to represent their team. Next, they had to name their crew and state their faction affiliation (Inquisition, Criminal Underworld, Adeptus Mechanicus or Evil Cult). As always, my players were pretty creative. Here are the crews:

  • The Professionals (criminal underworld)
  • Cognitive C’s (adeptus mechanicus)
  • Heralds of the Star Children (evil cult)
  • Hectors Hellions (inquisition, but secretly evil cult)
  • Bleeding Eyes (secretly affiliated to the evil cult)
  • Hive fighters (affiliation unknown)

Perhaps unsurprisingly, the evil cult was a tad over represented…

With the crews were named, starting locations allocated and paper provided for secret messaging, the game was afoot.

Tension Builds

Almost immediately secret messages started flying around the table as fledgling alliances were brokered. In addition, the crews were cautiously moving towards the central objective. It began to play out like an old western shootout. Protagonists circling one another but not drawing their weapons until the last possible moment.

A surprisingly large horde of ravening rad ghouls entered play after the first turn throwing more chaos and panic into the mix.

Tension increased dramatically over the following turns as alliances were firmed up and crew members got closer and closer to the prize. Rad ghouls maintained their pressure, harrying lone crew from the edges of the board.

Cognitive C’s and Hectors Hellions face off at the rear of the crashed APC (main objective)

All Hell Breaks Loose

A couple of players (Hectors Hellions and Cognitive C’s) broke the tension, declaring their true intentions too early. Consequently, the shooting started and didn’t really stop. Crew members went down left and right, alliances went out of the window and a bloodbath ensued.

The alien artefact was recovered. However, the last remaining member of the Hive Fighters decided to open it, seeking immortality. Changing the game forever.

I want to make it clear, during game setup I had warned the participants that opening the artefact would probably be a bad thing. So there should have been no surprises when….

Survival Horror

The unsuspecting Hive Fighters unleased a horror. In a scene reminiscent of Raiders of the Lost Ark, our witless crewman turned into a warp fueled abomination and began hunting those few remaining team members. This invincible monstrosity began teleporting around the board to the horror of the other players. Not many escaped before we called the game and tallied up the scores.

The horrific warp entity joins the fray.

Feedback

The game ended up being really close, with the Bleeding hearts winning by one point. Excitement right up until the end.

But did we get emergent play and did the players wrestle with decision making?

Yes and yes!

Feedback afterwards included:

  1. Desperate to get to the artifact and open it I tried to make a few alliances with others but was always wary that I might get back stabbed. Probably because I was going to do a bit myself.
  2. Love the narrative based skirmish as it just adds a little more to the one off battles and gets me invested in my gang as I make stories up about them and why they are getting into the fight.
  3. I absolutely loved the end of the game with the great warp entity being ripped onto the table and chasing everyone down. So freekn cool!!!!!
  4. Regarding alliance forming. It was strong at the start. I had a hunch on my neighbours plans and so took the light touch approach. The alliances had no bearing on the second stage of the game with just a mad panic to get away.
  5. Decision making was fraught with risk. I wanted to position myself furthest away from the prize because getting the artefact was going to be tricky. So I let the other crews sort it out. The cooperative element makes it so much more fun.
  6. The rad-ghouls gave a great element of randomness and we had to watch lots of sides.
  7. The warp creature was a perfect surprise, flipping the game on its head.
  8. All up, changing dynamics, great narrative and tons of fun.
Happy players, which is ultimately what it is all about.

Wrap Up

Emergent play definitely came to the fore with players creating personalities for their gangs. Additionally, uncertain alliances, secret messages and tension building to a cinematic gunfight also played out in unique ways. The monster ending completely flipped that game which was unexpected but which the players completely got on board with.

Decision making for the players was intended to be difficult and I think I succeeded here. Multiple decision points had to be wrestled with including:

  • Who to ally with and whether to declare alliances openly
  • If and when to break alliances
  • Whether to pursue the artefact early or late in the game
  • Use crew members to guard against possible rad ghoul incursions
  • Safest route through the board towards the objective
  • Whether to open the artefact (despite being warned it was a bad thing)

Last Thoughts

Ultimately, this scenario succeeded. Players had fun, which should of course be the priority. Decision making was tough and emergent gameplay rose to the surface.

One thing that worked really well was the opening of the artefact. Despite warning players of the potential dangers of doing so, it was still opened. Which of course, was a fantastic result. To encourage the players to open it I had a sealed envelope with new rules inside that would be opened by the player who took this choice. I positioned this on a shelf above the board in full view. Having this prop definitely piqued the players curiosity, ultimately creating the survival horror endgame to take place. Needless to say, I will be using props in this way in future.

So, a joy to design, run and play. I cant wait to run the next one!

Crafting Emergent Play with a Fun Heist Scenario

In the gritty world of the underhive, where law is loose and loyalty looser, rumors of a rare alien artifact have sent shockwaves through the criminal underworld. This isn’t just any artifact. It’s whispered to bestow immortality on those who use it. The scene is set for a deadly skirmish as gangs scramble to claim it, but there’s a twist: they can’t do it alone. Welcome to The Heist, a skirmish wargame scenario designed to encourage emergent play, where player-driven decisions and interactions take center stage.

This idea builds on a number of gaming sessions where I have been trying to encourage the emergent play of roleplaying games in skirmish wargaming. These examples have all been set in the grimdark Warhammer 40K universe and have been well received by my players. You can read more about these experiences here, here and here. I want to take my lessons learned and create a new multiplayer scenario that maximizes engagement. This is what I’ve come up with:

The Heist Scenario

An Imperial security vehicle has been ambushed and disabled deep in the underhive. Inside, the artifact lies under heavy lock and key, guarded by three security enforcers tasked with guarding it with their lives. But that’s not all—word of the ambush has spread like wildfire, and now multiple gangs are converging on the scene to grab the prize.

However, no gang can unlock the security vehicle on its own. To crack it open, members of two different gangs must be present at the same time. This forces players to navigate temporary alliances while eyeing each other warily—after all, betrayal could be just as profitable.

Adding to the chaos are rad zombies, creatures mutated by the toxic waste of the underhive. They’ll randomly enter the battlefield each turn, keeping players on their toes and preventing anyone from staying static for too long.

Gang members moving in towards the beleaguered APC, as part of the heist scenario

Encouraging Emergent Play

Emergent play is all about creating situations where the story unfolds naturally from player decisions, rather than being dictated by strict game rules. In The Heist scenario, this is encouraged through several design elements:

  1. Gang Identity: Each player will create their gang’s backstory, choosing a name, leader, and reputation. Is your gang known for ruthless efficiency? Or are they a scrappy underdog outfit that’s always two steps behind the bigger players? The identity of each gang will influence their approach to the scenario. Some might bargain and form temporary alliances, while others might rush in guns blazing.
  2. Forced Cooperation: The artifact cannot be obtained by one gang alone. To unlock the security vehicle, two gangs must cooperate. This creates a natural tension where players must balance collaboration with their need to score points through combat. Will they form fragile truces, or will betrayals happen as soon as the vehicle is open?
  3. Rad Zombie Threat: The random appearance of rad zombies adds another layer of unpredictability. These threats could push gangs to work together briefly, or they could be a useful distraction, allowing an opportunistic gang to slip in and make a move on the artifact.
  4. Endgame Choices: The gang that holds the artifact at the end of the game gets a powerful narrative decision—who do they sell it to? Players will choose between an Imperial Inquisitor, a Mysterious Underhive Cult, or an Offworld Rogue Trader Captain, each of which could shape future games. The outcome of this scenario will ripple through the campaign, giving players a sense of consequence and long-term impact.

Victory Points and Competition

To keep things competitive, victory points (VP) are awarded based on a variety of actions:

  • Hold the artifact at the end of the game: 15 VP
  • Blow open the security vehicle: 10 VP to each gang involved
  • Kill an enemy gang leader: 5 VP
  • Kill an enemy gang member: 2 VP
  • Kill a rad zombie: 1 VP

This scoring system incentivizes a mix of cooperation and conflict. Players need each other to unlock the vehicle and share points, but they also need to eliminate threats to rack up individual points. The shuffling rad zombies, though worth less VP, are ever-present distractions that could make or break a gang’s plans.

A rival mercenary team getting in on the action

The Artifact’s Dark Secret

The alien artifact can be activated, but its effects are unknown to the players. I won’t spoil what happens (just in case any of my players are reading this), but let’s just say turning it on could have major consequences. This secret adds an element of mystery and risk, offering players another decision to weigh—do they risk using it, or play it safe?

The Ruleset: Space Weirdos

As in previous scenarios, I’ll be using the Space Weirdos ruleset, which is perfect for quick and intense skirmishes. Each gang will consist of a leader and two gangers, making the game fast-paced but still strategic. The small team sizes also allow players to focus on individual characters, adding a personal touch to the emergent narratives that unfold.

Firefight!

Emergence and Tension

The beauty of The Heist scenario lies in the tension between cooperation and competition. Gangs must work together to unlock the artifact, but they’re constantly weighing whether it’s worth turning on their temporary allies. Meanwhile, the rad zombies and the looming threat of the artifact’s mysterious power ensure that no plan is ever safe.

This scenario offers a playground for emergent play, where player choices drive the action and create memorable stories. Whether through alliances, betrayals, or desperate last stands, no two games of The Heist scenario will ever be the same. So gather your gang, trust no one, and get ready to fight for (potential) immortality—if you survive long enough to claim it.

The Lost Temple: An Adventure in Collaboration

I’ve been working on the idea of a roleplaying game that can be used for leadership development for a while now. My first attempts can be found in my Play2Lead ruleset. During playtesting the rules definitely work as intended. Now all that is needed are some scenarios that focus on specific leadership lessons. There are so many themes to choose from it was difficult to work out which to use. However, the more I thought about it the more collaboration bubbled to the surface. Every successful team, business and leader thrive on collaboration. Therefore this adventure scenario focuses on exactly that.

Design Principles

For a game to work in the leadership development setting I believe it should attempt to fit within the following principles:

  • Easily identifiable. Players who don’t like or understand fantasy should be able to relate to the setting and themes of the adventure
  • Playable in a lunch break. Maximum play time of 1.5 hours, though ideally within 1 hour
  • Playable for 4-6 participants excluding the gamemaster
  • Have a clear objective
  • Start in the action immediately
  • Apply pressure throughout, forcing fast tense decision making
  • Focus heavily on the leadership lesson. In this instance “collaboration”.

Given the short playing time I have designed the scenario around the following timeline:

  • Introduction, explanation of rules and choosing of roles – 10 mins
  • Encounter 1 – straight into the action – 15 mins
  • Encounter 2 – problem solving – 15 mins
  • Encounter 3 – explosive finale – 15 mins
  • Wrap up and debrief – 10-20mins

Adventure Introduction

In the heart of the dense jungle lies the ruins of an ancient temple, rumored to hold untold riches and artifacts of great power. However, the temple is also said to be filled with traps and puzzles designed to test the wit and cooperation of those who dare to enter.

A group of treasure hunters have funded an expedition to the temple in the hope of uncovering it’s wonders to share with the world. The architects of this ancient place were cunning beyond measure, and the team will soon discover that their greatest challenge will be working together to make it out alive.

For inspiration think Indiana Jones, Tomb Raider, Unchartered and Jungle Cruise.

Player Set Up with Collaboration in Mind

Using the Play2Lead ruleset all players need is an occupation. For this adventure they can choose from:

  • Archaeologist – professor of the ancient world. Equipped with a lantern. Read hieroglyphics, understand artefacts, high level of knowledge
  • Climber – working at heights professional. Equipped with a 50m rope. Climbing, ropework, high level of agility
  • Engineer – technical specialist. Equipped with a shovel and axe. Construction, demolition, high level of practical know how
  • Navigator – directional expert. Equipped with a compass. Map and compass skills, unerring sense of direction
  • Pilot – helicopter pilot. Equipped with a lantern. Piloting vehicles of all types, radio use, electronics master
  • Expedition Leader (optional) – no specialist skills. Equipped with a knife. Must facilitate the team working together

To speed things up have a character sheet for each character type ready to go.

#1 Collapsing Chamber

We begin in the treasure room of the Lost Temple. A chamber adorned with intricate carvings, hieroglyphics and ancient relics. Piles of gold and gems lie strewn along the walls. Timber shelves lie broken on the floor. On a roughly hewn plinth sits the fabled statue of the gods glinting in the torchlight. Pick a player at random. That characters hand has just closed around the ancient artefact. Suddenly, they trigger a hidden mechanism, causing the chamber to shake violently as the ceiling starts to collapse. Large stone blocks begin to fall from above, blocking the exit. Gold coins rain from the ceiling filling the chamber and restricting movement.

Challenge: The party must quickly assess the situation and find a way to escape before they’re crushed by falling debris.

Solution: A hidden lever is located up one of the walls. Reading the hieroglyphics will point out it’s location. Otherwise careful observation might allow it to be found. Pulling the lever stops the collapse and reveals a new passage to safety. Alternatively, the party could use their strength and agility to dodge falling rocks and clear a path to the exit.

Remember this is a high pressure situation. Make players take Exhaustion (Play2Lead) or other Pressure Tests if using another system to ratchet up the tension. Don’t give the players too much time to plan. If an individual is taking too much time skip them and move on. Pushing the time threat is a critical part of this encounter.

#2 River Rapids

Exiting the collapsing chamber, the group of adventurers find themselves in a vast underground river that flows through the heart of the temple. The river’s currents are swift and treacherous, and the only means of escape seems to be an old rickety raft tethered to the shore.

Challenge: Maneuvering the raft through the river’s rapids while avoiding jagged rocks and hidden dangers.

Solution: The party must work together first to make the raft river worthy. Not doing this will give it a chance to break up halfway through the encounter. Secondly, to navigate the river, using their skills to steer the raft safely. The river will fork. The navigator will be able to tell which way to go. Alternatively there is a fresher breeze coming from the right channel. Along the way, they encounter a series of jagged rocks that threaten to damage and capsize the raft.

Reward player ingenuity here. What will they use to steer the raft? How will they make it safe to use?

#3 Guardian’s Gauntlet

The river throws the group from a low waterfall into a pool below. The bright sunlight of the jungle pool meets them as they find themselves out of the temple. However, as they swim to the side something slides against the leg of one of the swimmers. They are not alone.

Within the pool lives a formidable guardian—a massive, serpentine creature with gleaming scales and razor-sharp fangs. Blocking their path, the guardian seems intent on preventing anyone from leaving the temple alive. It will attempt to encircle the character that is most alone and attempt drown it. One bite from this creature will kill a character outright. This should be played as a deadly, exciting grand finale to the adventure.

Challenge: Defeating or evading the guardian while making a desperate dash for freedom.

Solution: The party must use their wits to outmaneuver the guardian, perhaps by exploiting its weaknesses or finding a way to distract it long enough to slip past. Alternatively, they could way to incapacitate it temporarily, allowing them to make their escape without resorting to violence.

Heighten the terror by having the creature signal it’s presence. Slithering past a leg. Ripples on the water. A flick of a slimy, scaly tail. When the creature reveals itself play up the danger, the toothy maw, the crazed eyes. Make sure the payers know that their characters are in trouble.

Once again reward out of the box thinking and collaboration. How will the team distract or defeat the creature together. This is not something they can win alone.

Collaboration Debrief

Did the players escape unscathed? While the adventure is over, the experience is not. Now is the time to get your players reflecting upon their experience. Ask some or all of the following questions to draw out the discussion.

  • Where did you as a team collaborate well?
  • Did you utilize everyone’s skills?
  • How could you have integrated collaboration better?
  • Is there anything you would have done better?

Following the debrief it’s also worth asking your players for feedback. Did they enjoy the experience and was there anything that could have been done better?

Final Thoughts on an Adventure in Collaboration

This adventure aims to be a fast, exciting experience that fosters collaboration between the players. A chance to debrief afterwards gives attendees a chance to reflect on their experience and what went well and what didn’t.

I envisage this as a useful experience for a cohort of a future leaders training course. Run this experience at the beginning of the course. Then, follow up with a similar experience at the end and see how they have grown as leaders. Has their level of collaboration increased?

Alternatively it could be used as a way help a newly forming team. A chance to get to know each other in a fun experience as well as reflect on how they might work together moving forward. Other uses might be as a way to introduce new people to world of rpgs. A small commitment of time as a way to dip their toes into this exciting medium.

I hope this simple scenario opens your eyes to what can be done with a short, simple adventure. Where do you think it could be used?

A pdf of this adventure with character sheets can be found at the Play to Lead downloads page.

Survive the Sinking Submarine: Ultimate Hell Week Scenario

My last post explored using roleplaying games like Dungeons and Dragons to create a Hell Week scenario experience for your staff. With the aim of creating a bonding experience for teams, leaders and new starters. In this post I aim to develop a scenario/event that you could use to create this type of experience.

Event Goals

Before we start, it is essential to understand the goals of the event and work out from there. This event is designed to be run for groups of new leaders in an organization. These are high performing individuals tipped for future leadership positions or newly promoted into one.

The goal of the event is to foster a sense of team and belonging amongst the future leadership of the business. This will achieved through overcoming shared adversity.

Overview of the Hell Week Scenario

In an effort to keep the hell week scenario outside of the lived experience of the cohort but allowing for high pressure the scenario will focus on escaping from a submarine. Participants will be allocated different roles/skillsets and work together to escape. A series of tasks requiring multiple skillsets will need to be prioritized and completed against time pressures. Additionally, surprise events throughout the scenario will add additional pressure, upsetting any planning. Adaptability and teamwork will be essential in beating the scenario.

In addition, each participant will have six endurance points that are lost if tasks are failed. They can also be traded in to help improve the likelihood of success. However, when the last point is lost the player is out of the scenario.

The player briefing might look something like the following:

Congratulations on joining our team! We believe in hands-on training to prepare you for real-world challenges ahead. In this immersive training scenario, you will find yourself a crew member of a sinking research submarine. Your mission is to work together to overcome a series of challenges and escape before it’s too late. Remember, teamwork, communication, and quick thinking are essential. Good luck!

Duration: 2 hours

Location: Office setting or conference center. Smaller rooms preferred.

Lighting and sound effects can really enhance the immersion

Required Props and Setup to Enhance Immersion

As discussed in my last post immersion is really important. Of course, you don’t need a full on mock up of a submarine. But there are some simple things you can do to help create a sense of place out with the normal office environment.

  1. Submarine Environment: Create a makeshift submarine environment by shifting tables and chairs into a series of spaces along a thin column Alternatively, set up in a corridor to give an improved sense of the enclosed space. Additionally, turn off overhead lights and use desk lights with blue/green lighting gels to mimic the underwater setting. Having a red alarm light will definitely add to the sense of urgency when it goes off.
  2. Sound Effects: Use a portable speaker to play submarine sounds, alarms, and underwater noises. This can be used as a timed track signaling surprise events and highlighting the sense of urgency.
  3. Props:
    • Flashlights
    • Walkie-talkies or two-way radios
    • Gauges to indicate hull integrity and oxygen levels
    • Life vests
    • Clipboards with task instructions
    • Stopwatch
    • Nautical maps and charts
    • First-aid kit
    • Ropes and carabiners
    • Puzzles or challenges related to navigation and communication
  4. Instructor/Facilitator: You will need someone to facilitate the scenario and provide guidance when necessary.
Keeping to schedule is key in running an event like this

Training Scenario Schedule

Below is a proposed schedule of the hell week scenario.

  1. Briefing (15 minutes):
    • Gather all participants and explain the scenario.
    • Emphasize the importance of teamwork, quick decision-making, and effective communication.
    • Assign roles to each participant (e.g., captain, engineer, navigator, medic, radio operator etc) and distribute their respective skills and tasks.
  2. Submersion and Initial Challenges (20 minutes):
    • Participants enter the makeshift submarine (clearly demarcated).
    • Turn on the sound effects to create an immersive atmosphere.
    • The submarine begins “sinking.” Water and pressure-related challenges arise.
    • Participants must address immediate issues like water leakage, pressure indicators, and stabilizing the vessel. Limited resources, must prioritize tasks.
  3. Navigation and Communication (20 minutes):
    • Provide a nautical map with coordinates.
    • Participants must collaborate to determine their location and chart a course to safety.
    • Encourage the use of walkie-talkies for communication between navigation and the steering team.
  4. Obstacle Challenge (15 minutes):
    • Present a challenge that requires participants to work together to overcome an obstacle (e.g., blocked hatch or damaged equipment).
    • They must use ropes, carabiners, and problem-solving skills to succeed.
  5. Medical Emergency (10 minutes):
    • Simulate a crew member’s injury.
    • The medic must provide first aid while others maintain the vessel and continue with the mission.
  6. Countdown to Escape (20 minutes):
    • Introduce a time constraint and associated red lights and klaxon.
    • Announce that the submarine’s condition is deteriorating rapidly.
    • Participants must complete their tasks and navigate to the surface before it’s too late.
  7. Debriefing (20 minutes):
    • After the scenario, gather the team and discuss their experiences.
    • Encourage feedback, focusing on what went well and what could be improved.
    • Highlight the importance of adaptability, teamwork, and problem-solving under pressure.
  8. Final Remarks (10 minutes):
    • Conclude the training with a reminder of key takeaways.
    • Reiterate the importance of quick thinking, clear communication, and collaboration in real-life situations.

Further Work

While I have listed each of the tasks above in a linear series, it would be better to have tasks overlapping. Teams must then prioritize tasks. Remember, failed tasks remove endurance points from participants, adding additional pressure. Endurance points can also be traded for clues and assistance.

Perhaps you can restrict the number of people in each section of the submarine and create time penalties for movement between the sections. This would emphasize the use of walkie talkies for communication. It would also highlight the need for clear and concise communication between different sections of the submarine.

Each task needs more work around the detail, but I think this gives the picture of how an event like this might work. I for one would love to experience it. Part escape room, part rpg, part leadership learning experience. For me it ticks all the boxes.

What do you think? Would this hell week scenario work? Is there anything you would add? Have you attended something similar?