Starter Adventure
The Shattered Spires
A ready-to-run 4-scene adventure. Chaos erupts, visions surface, and the Harbinger closes in.
GM Overview
The Shattered Spires is designed as a 2–4 hour one-shot that introduces all of Outrunners' core mechanics: Visions, the Harbinger, Skill Checks, Narrative Control, and Fate Points. It's structured in four scenes, each escalating in tension.
Before starting, ensure each Outrunner has crafted their Vision. The adventure will weave those Visions into the narrative as the Harbinger draws closer.
Before You Begin
- ✓Review each player's Vision — you'll reference them throughout.
- ✓Pick 2–3 NPCs from the book or create your own.
- ✓Choose or roll a Harbinger. Decide its behavior and motive.
- ✓Set the tone: this is a story about survival, not heroics.
Chaos in the Club
The Outrunners are gathered in a neon-drenched nightclub in the Lower Spires when chaos erupts. An explosion, a power outage, a scream — whatever suits the Harbinger you've chosen. The Visions begin to surface.
Outrunner Visions
Each player experiences a flash of their Vision during the chaos. Describe it vividly — a sound, a smell, a feeling of dread. This is their first warning.
Choices & Checks
Escape the club (Reflex DC 7), help the wounded (Will DC 9), investigate the cause (Intellect DC 10), or talk down a panicking crowd (Charm DC 8).
Investigation in the Spires
The aftermath. The Outrunners piece together what happened — and realize it wasn't random. Something is targeting them. NPCs offer conflicting information, and elements from the Visions begin appearing in the real world.
Choices & Checks
Investigate the wreckage (Intellect DC 9), question survivors (Charm DC 7), search for the Harbinger's traces (Will DC 11), or scout the surrounding area for threats (Reflex DC 8).
The Harbinger Closes In
Tension peaks. The Harbinger manifests more directly — through environment, NPCs, or direct confrontation depending on its type. One or more Visions sharpen. Players must make hard choices about who to trust and what to sacrifice.
Choices & Checks
Confront the Harbinger's agent (Prowess DC 12), resist its psychological influence (Will DC 13), find an escape route (Reflex DC 10), or negotiate with a compromised NPC (Charm DC 11).
The Reckoning
The climax. The Visions converge. The Harbinger makes its move. Each Outrunner faces their fate — together or alone. Use the Stopping the Harbinger table to determine what the players can attempt. The dice and the narrative decide who survives.
The Final Question
Death is inevitable. Survival is optional. What did your Outrunner do with the time they had?