The distress signal was not meant for you.
It was meant for the Empire.
And you answered.
A Hunter has gone silent.
Romulus—agent of the Emperor, bearer of authority beyond rank—has transmitted a distress beacon from within a Citadel-controlled Quantum Ring Transit station.
That alone is enough to justify action.
But the signal carried something else.
Corruption. Distortion.
A pattern your superiors would not name—but recognized immediately.
You have been deployed with a singular directive:
Enter the QRT. Locate Romulus. Secure the relic.
No negotiations.
No delays.
No witnesses, if it comes to it.
Using the Dwethia: Dungeons ruleset , generate your mission with the following parameters:
Location: Space Station (QRT Station)
Objective: Escape (Reskinned: Breach and Extraction)
Game Length: d4 + 3 Rooms
Enemy Faction: Citadel
You are not trapped.
You are the ones breaking in.
The Citadel has locked down the station in response to the incident. Security forces are mobilizing, sealing corridors, and attempting to contain whatever is spreading inside.
To them, you are the threat.
To you, they are an obstacle.
Somewhere within this failing station, Romulus is still alive.
If he isn’t—
Then the relic still is.
This mission represents the initial breach into the QRT station
All enemies are treated as Citadel forces responding to the incursion
Doors remain locked and must be bypassed per Escape rules
Players may flavor encounters as:
Security patrols
Emergency response units
Internal lockdown systems
You are the will of the Empire.
You do not wait for permission.
You do not ask questions.
You enter.
You take what is yours.
You leave nothing that can threaten Sol.
Find the Hunter.
After the mission, consult the Scars and Glory chart under Campaign Play and update your character accordingly. Players also gain 1 point for each room they successfully complete. These points may be spent according to the Character Advancement rules under the Roleplaying Rules.
Apply your scars, spend or bank any earned points and try again!