EPISODES
This section gathers complete narrative scenarios for 2670 RPG. Each episode is a finished, ready-to-play experience – written to stand on its own as a one-shot, or to be combined into longer series (campaign) arcs.
Episodes are designed with practical play in mind. They use full, pre-made maps as closed locations, or are built to work seamlessly with the 2670 Squares modular system, allowing the scenario to expand, contract, or change shape at the table without breaking narrative coherence.
2670 Shorts are bite-sized adventures for the 2670 RPG – designed to be played in a single session, roughly 1.5–2 hours. I first created them for MainQuestCon in the Netherlands, where playtime was tight, but I quickly realized how enjoyable this compact format could be.
Inspired loosely by 19th-century short stories and novellas published in newspapers – an enormously popular form at the time – Shorts bring that same sense of focused storytelling to the table.
Each Short is a one-shot adventure built around a single plot, played on a single map. They work best with pre-generated or starting characters, a limited cast of NPCs, and simple resource management – perfect for quick, intense sessions that don’t compromise on story.
What makes Shorts especially versatile is that they work beautifully for everyone: experienced players, complete newcomers, and those who treat RPGs as a more “casual” hobby. Clear structure, fast pacing, and low entry barriers make them an accessible gateway into the 2670 universe.
They also pair exceptionally well with the modular 2670 Squares map system, allowing GMs to run them with minimal preparation. New Shorts are constantly in development, expanding the setting with more intriguing one-shot experiences.
For these short episodes, we recommend using the ready-made characters from the 2670 Characters Portfolio.
We aim for these episodes to reflect the many faces of the 2670 universe: intrigues, conspiracies, investigations, exploration, and any themes we find worth examining. Tone and scope may vary, but each scenario is rooted in the same hard, grounded science-fiction reality.
We also welcome community contributions. If you have your own episode – or even just an idea worth developing – we encourage you to share it with us. With pleasure, we will include selected works in the growing 2670 Episodes collection.

ONE-SHOTS

The Efficiency Principle
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| Beginners friendly | Overmind friendly | Sandbox |
Contact with Andromeda Field went dark seven days ago. Not degraded, not intermittent. Simply gone. Primary channels, backup relays, even the automated distress beacons – silent, without so much as a courtesy ping.
You’re sent from Port Revival to restore contact with Andromeda Field, the outpost of Teodor Ruzk – a name that stopped meaning ‘manager’ a long time ago, and started meaning ‘benchmark’. Officially, it’s a routine technical run.
Getting there means crossing the storm zone itself – days out from anywhere, with no real way to know what you’re walking into until you’re already too deep in to turn back easily.
The Efficiency Principle is a slow-burn, procedural one-shot for 2670 RPG, built for the 2670 Squares modular map system.
This isn’t a story about a man who went too far. It’s a story about a system that worked exactly as intended.
Cry for the Moon
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| Beginners friendly | Overmind friendly | Sandbox |
On the frontier of human expansion, a moon once deemed worthless begins to draw attention again. Strange structures appear where there should be none. The characters are hired to escort an independent xenobiologist on a discreet scientific expedition. Their task is simple on paper: secure the site, gather data, keep the mission intact. But the deeper they venture, the clearer it becomes that science, corporate interest, and survival rarely align.
Cry for the Moon significantly expands the lore of the Xenotripods within the 2670 universe, offering new insight into their biology, social structure, and possible forms of intelligence.
This is also the final full scenario made with full maps before the transition to the streamlined 2670 Squares format.
Some discoveries change careers. Others change how humanity sees itself.


Quantum enigma
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| Beginners friendly | Overmind friendly | Sandbox |
Something is wrong on VORN‑5.
A remote outpost. A missing scientist. A perfectly silent artifact. You’ve been hired to deliver supplies – and to look the other way.
Quantum Enigma is a short psychological sci-fi scenario. It includes a ready-to-play adventure and a set of 9 free, printable terrain tiles from the 2670 Squares system, including VTT variants – making it a perfect hands-on demo.
Designed for one session. Minimal setup. Maximum paranoia.
SERIES
Karma series
The Karma, a freighter owned by Ventor Tech, drifts helplessly through space, carrying a cargo whose destruction was meant to become a “painful blow” against the corporation. A group of mercenaries, hired by rebellious forces or one of the many factions circling this shadow war, receives a clear assignment: board the ship, retrieve the data, abduct the engineer, destroy the vessel. However, no one warned them that honour, conscience, and survival rarely go hand in hand in this world, and that every decision can turn against them faster than they can realise.
What was supposed to be a one-time operation becomes the beginning of something far greater. The characters are drawn into an investigation leading through orbital stations drifting on the edge of legality, dust-covered mining colonies, and the dark secrets of corporate politics. They discover that nothing – neither the rebels, nor the Karma itself, nor even themselves – is what it appears to be at first glance. In the background, a ruthless game for power unfolds, where truth is a commodity as valuable and as easily forged as any other.
Karma is a four-episode detective-action series about consequences, betrayal, and the price paid for being in the wrong place at the wrong time and later for trying to repair what was broken because of it. The characters are not heroes by choice; they become heroes because someone else decided they could be useful. The question is: how long will they remain in that role before the system decides they have become expendable?

Episode 1: Karma
Karma is the opening episode of a four-part campaign, designed to pull players into a spiral of consequences, shifting loyalties, and impossible choices. What begins as a precise infiltration quickly unravels into something far more dangerous – a situation where every decision carries weight, and no outcome feels like a victory.
Players are sent on a high-risk boarding operation against a damaged corporate vessel, accompanied by layers of deception, hidden agendas, and a plan that starts falling apart the moment they step inside. Cut off from support and surrounded by failing systems, they must navigate a hostile environment where time is running out and the mission itself begins to lose its meaning.
This is not a story about heroism. It’s about pressure, doubt, and the cost of following orders when the truth refuses to stay buried.
Karma sets the tone for the entire series: grounded, tense, and morally ambiguous. The choices made here will echo across the remaining three episodes, shaping not only the fate of the characters, but also who will be hunting them… and why.
Board the ship. Complete the contract. Live with the consequences.
Episode 2: Unleashed
Episode II of the Karma series for 2670 RPG
The mission is over. The consequences have only begun.
Unleashed continues the story immediately after the events of Karma. With enemies closing in and trusted allies becoming increasingly difficult to identify, the crew is forced to leave the battlefield behind and begin asking a far more dangerous question: Who was really behind it all?
Their search leads from the lawless corridors of Freeport Gamma to the harsh frontier colonies, where justice is personal, information has a price, and strangers are rarely welcome. Every answer uncovers another layer of deception, while every lead seems to end with someone arriving just a little too late.
This episode shifts the focus from survival to investigation. The players must navigate unfamiliar worlds, earn the trust of reluctant allies, and decide how far they are willing to go in pursuit of the truth. Along the way, they will discover that some people are willing to kill not for power or profit – but simply to ensure that certain questions are never asked.
The hunt has begun. But it is no longer clear who is chasing whom.


Episode 3: Chasing the Dragon
Episode III of the Karma series for 2670 RPG
The search for answers is finally starting to point somewhere.
Following the events of Unleashed, the players possess fragments of information that suggest a larger network operating far beyond the reach of any single colony or corporation. Unfortunately, fragments are not enough. To find the truth, they must turn scattered clues into a trail – and follow it across remote systems, forgotten settlements, and places where nobody asks questions unless they already know the answer.
What begins as an investigation gradually becomes a hunt. Every lead seems connected to another. Every witness knows only part of the story. And somewhere ahead, someone is always moving first, covering tracks and erasing evidence before the players arrive.
Chasing the Dragon is the most open-ended chapter of the Karma campaign so far, focusing on investigation, exploration, and connecting seemingly unrelated pieces of a much larger puzzle. Frontier worlds, isolated outposts, abandoned facilities, and conflicting stories all contribute to a growing sense that the players are approaching something important — and dangerous.
The trail is no longer cold. Someone is waiting at the end of it.
Episode 4: – Monopoly of Truth
Episode IV (final) of the Karma series for 2670 RPG
The search for answers is finally starting to point somewhere.
Now comes the difficult part.
After following the trail across multiple systems, the players finally reach the place where answers may exist. But discovering the truth and surviving long enough to use it are two very different things. Hidden beneath layers of secrecy, competing interests, and carefully constructed lies lies the final piece of the puzzle – one powerful enough to change how the entire story is understood.
Monopoly of Truth serves as the conclusion of the Karma campaign, bringing together threads introduced throughout the previous episodes. Investigation gives way to infiltration, difficult decisions, and confrontations with people who have spent years shaping events from the shadows. As old assumptions collapse and new realities emerge, the players must decide what matters more: justice, survival, loyalty, or the truth itself.
This final chapter combines covert operations, tense exploration, tactical action, and some of the campaign’s most significant revelations. More than anything, it asks a simple question:
What happens when the people who control the truth are no longer willing to share it?

Prophercy of Ragnarok series
Year 2670. The Arvelis Prime system is descending into chaos. Strikes and riots erupt across mines and factories, rebel cells launch increasingly daring attacks, and the corporate administration is steadily losing its grip. As if that were not enough, swarms of mysterious Space Bugs are terrorising one province after another.
Amid this growing turmoil, a group of mercenaries is hired for what appears to be a straightforward assignment: recover a piece of “valuable technology” from an isolated research facility. None of them suspects that this mission will become the first step in a chain of events leading them through the drifting wreck of a research vessel, pirate hideouts, the battlefields of a war-torn planet, and orbital command stations—towards a final confrontation upon which the fate of millions will depend.
The five-episode Prophecy of Ragnarok campaign is a story of betrayal, hidden agendas, and dark corporate secrets, where every decision carries consequences far beyond anything the characters could imagine. Investigation, combat, diplomacy, and moral dilemmas await at every turn. Yet the thread of destiny, woven by the Weaver of Fate, leads them all inevitably towards Ragnarok.
Episode 1: Chain Breaker
Chain Breaker is the opening episode of a five-part campaign, throwing a crew into a routine extraction job that refuses to stay routine. A shady megacorporation hires the team to retrieve a single, unmarked package from deep within the jungles of Arvelis Prime. The contract reads simple.
Automated turrets, hostile wildlife, and a perimeter that was never meant to be crossed quietly turn a straightforward pickup into a fight for the package – and for an explanation neither the client nor the jungle is willing to give. As the crew digs deeper into who actually wants this cargo, and why, the operation tilts from extraction job to something closer to a trap.
Chain Breaker sets the tone for the entire campaign: tactical, paranoid, and unwilling to hand out easy answers. The finale tests more than the crew’s firepower – it tests who they’re willing to trust when the contract turns out to be the least dangerous part of the job.
Take the job. Find the package. Decide what it’s really worth.


Episode 2: Yggdrasil
The job on Arvelis Prime is over. The questions it raised are not.
Yggdrasil picks up in the aftermath of Chain Breaker, when the crew is reassigned – or perhaps maneuvered – into investigating a Titan Industries research vessel found drifting at the edge of charted space. The ship is heavily damaged, its hull breached, and its crew nowhere to be found. Worse, it has fifty-four hours before its decaying orbit carries it into an asteroid field.
Armed with little more than a fast courier craft and the contract’s vague assurances, the team must move through dark, silent corridors and reconstruct what happened aboard Yggdrasil before the wreck – and whatever caused this – is gone for good. Every system they restore reveals a little more of the truth, and a little more reason to wish they hadn’t.
This episode shifts the campaign from firefight to investigation, building mistery instead of body count. Something aboard Yggdrasil did not die with the rest of the crew.
The clock is running. No second chance.
Episode 3: Weaver of Fate
The pieces are finally starting to fit. None of them are reassuring.
Weaver of Fate pulls the crew through three escalating fronts: a tense orbital pursuit past a patrol ship with no patience for unlicensed traffic, a raid on a pirate stronghold dug into a lava-scorched moon, and a descent back to Arvelis Prime, where a rebel faction and a corporate security detachment are about to settle their differences with the crew caught in between.
Scattered across all three is the same name, surfacing again and again in logs, ledgers, and things people would rather not have said out loud: Project Odin. What began as two unrelated jobs in Chain Breaker and Yggdrasil starts to look like a single, deliberate design — and the crew has been inside it from the beginning.
Weaver of Fate is the campaign’s most tactically demanding chapter so far, but the real danger isn’t the firefight. It’s realizing how much of it was arranged.
The threads are connected now. Someone has been pulling all of them.


Episode 4: Freya
Every investigation starts somewhere quiet. This one starts at a crime scene.
Freya opens with the crew picking through the wreckage of a killing that was meant to look accidental, a trail that leads away from the heat of Weaver of Fate and out toward a remote farming colony built on cabbage fields and the hope that nobody important will ever find them. Some of the people they’re looking for are exactly that kind of hope – former corporate executives, quietly waiting out the fallout of decisions made somewhere else, indistinguishable now from anyone else working the harvest.
The colony is calm. It does not stay that way. An ambush turns the investigation inside out, and by the time the dust settles, the crew is pinned down with fewer options than they started with and a much clearer idea of what – and who – they’re really working against.
Freya is the campaign’s quiet breath before the finale: a slower, stranger episode that trades firefights for unease, then collects on that unease all at once.
The fields are peaceful. Nothing else is.
Final episode: The Other Son of Odin
Project Odin finally has a face. It does not make things easier.
The Other Son of Odin brings the campaign to its conclusion, opening with the crew in custody and an entire planet effectively held hostage by a rogue scientist’s endgame, years in the making and now days from completion. Getting free is only the first problem.
What follows is a prison break, an uneasy alliance with the rebel underground that has spent the whole campaign at the edges of the story, and an assault on an orbital command station standing between a finished weapon and a population that has no idea how close it is to dying. Millions of lives now depend on decisions the crew has maybe minutes to make.
The Other Son of Odin closes every thread the campaign has been pulling since Chain Breaker – Project Odin, the rebels, the corporations, and the question of who the crew really worked for all along. There is no clean ending here, only the one they’re able to make.
Break out. Reach the station. Decide what Ragnarok actually means.

SHORTS
Hive Break
1st anniversary episode
A corporate rescue mission descends into a silent mining complex, where contact was lost without explanation. Officially, the team is there to recover survivors and restore critical systems, but the deeper they go, the clearer it becomes that something beneath the surface is still very much alive, watching, and adapting.
In tight, oppressive corridors marked by panic and abandoned equipment, players uncover fragments of a failed operation – one that may have crossed a line better left untouched. Cut off from the surface and forced into impossible choices, they must decide whether to follow orders, uncover the truth, or trust something entirely alien.
Hive Break is a brutal, claustrophobic 2670 short focused on tension, ambiguity, and the consequences of digging too deep.


Assembly Line Echo
A tense industrial infiltration set deep inside a fully automated megafactory.
Disguised as inspectors or service crew, the players descend into a forgotten production sector to carry out a sabotage mission – only to discover that the system they are meant to destroy is far more fragile, and far more human, than expected.
This short focuses on moral pressure, procedural realism, and hard choices under surveillance, where every decision ripples outward beyond the factory walls.
The Cargo
A sci-fi thriller aboard a corporate transport carrying a sealed, classified payload.
With a saboteur hidden among the crew and identical cargo containers masking the truth, the players must investigate mounting system failures while paranoia spreads through the ship.
When the cargo is finally revealed, the situation begins to slip away.
Designer note: The Cargo is intended to be used by experienced Overminds because of its sandbox structure!


Pheromone Critical Point
A distress call from the fringe. A biotech research facility on Planet X-98 Nefra has gone dark following a ‘biological incident.’
You are EKOPA, an emergency team sent to secure the area and retrieve assets. But the facility’s experiments have unleashed something that cannot be controlled, and the environment is highly unstable. Fight your way through a nightmare of evolving pests and volatile science.
Find the critical point.
The First
The Rae-11 fringe colony is reporting ‘infrastructure issues’ – but the whispers speak of rebellion, led by a shadowy figure known only as ‘The First.’
Your corporate security detail is deployed to neutralize the leader and restore order. However, the closer you get to your target, the clearer it becomes that the revolt is more complicated than expected.
Navigate the local tensions, choose your allies wisely, and decide: Is The First a terrorist, or the only hope for the colony?


The Ship That Wouldn’t Die
After eleven years of silence, a forgotten signal appears on the edge of the system. A drifting vessel returns to the charts without warning, without crew response, and without explanation — a lone outline against the void.
“The Ship That Wouldn’t Die” is a focused, single-session short for 2670 RPG. Fast to run, built around one location, and driven by investigation, tension, and the sense that the truth behind the ship’s disappearance is far from simple. It’s a story about unanswered questions, decisions that refuse to stay buried, and a mission that becomes more personal with every step.
Level 45
To celebrate my 45th birthday, Assault Publishing Studio is releasing a brand-new free scenario for the 2670 role-playing game: Level 45.
This is the very first scenario published in the new Short format: compact, single-map adventures designed for both home sessions and convention play lasting ~1,5-2 hours.
A two-hour one-shot for 2–4 players, beginner-friendly yet full of tension, tough choices, and multiple possible outcomes. A perfect introduction to the 2670 universe and proof that even a small station can hide big secrets.




