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Cyber Quest

Incident Response Tabletop Exercise

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Welcome, brave defenders of the digital realm. Within these halls, you shall face the darkest threats that plague our kingdoms — ransomware sorcerers, treacherous insiders, and the corruption of trusted alliances. Gather your party, choose your quests, and let the dice determine your fate.

Dungeon Master

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Facilitate an Event

Set up a new tabletop exercise event. Configure scenarios, add participants to their departments, and generate a unique event URL for your players.

Player

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Join an Event

Enter the session code provided by your Dungeon Master to join an event. Follow along in real-time as the exercise unfolds.

⚔️ Available Quests ⚔️

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The Great Storm of the Iron Citadel

P1 — Critical

A catastrophic storm descends upon the Iron Citadel — your primary data centre — severing power and breaching flood defences. As the waters rise, critical systems fall silent one by one. The realm's core banking platforms, trading engines, and SWIFT gateways are plunged into darkness. The War Council must invoke the ancient rites of Business Continuity to restore order from chaos, activating the secondary fortress before dawn breaks on the markets.

Duration 60 min
Difficulty DC 14
Injects 4
Players 4–12
Required Roles:
War Chief Arcane Engineer Keeper of the Continuity Scrolls Warden of the Iron Citadel
🔷

The Vanishing Citadel

P1 — Critical

The ethereal towers that house your realm's most vital operations have vanished into the mist. Your cloud fortress — once thought impervious — has become unreachable. Whether by sabotage, sorcery, or the failings of a distant ally, your kingdom's ability to function hangs by a thread as the fog refuses to lift.

Duration 45 min
Difficulty DC 14
Injects 3
Players 4–12
Required Roles:
War Chief Arcane Engineer Keeper of the Contingency Keeper of the Codex
📂

The Shattered Vault of Secrets

P1 — Critical

A catastrophic breach of the realm's most sacred vault has occurred — not through dark sorcery or siege, but through negligence within your own walls. A misconfigured cloud storage vessel has laid bare the personal records of your most prestigious patrons, while a misdirected enchanted scroll carrying sensitive client data has reached the hands of an unintended recipient. The Wardens of Data must act swiftly to seal the breach, notify the High Regulators, and restore the trust of those whose secrets were exposed.

Duration 50 min
Difficulty DC 14
Injects 4
Players 4–12
Required Roles:
War Chief Warden of the Sacred Scrolls Loremaster Arcane Engineer
🟢

The Siege of a Thousand Arrows

P2 — High

An unrelenting barrage of dark energy hammers against your fortress gates. Wave after wave of phantom warriors assault your realm's defences, seeking not to breach the walls but to ensure no one may pass through them. As the siege intensifies, your subjects are locked out and the enemy's true purpose may be more sinister than it appears.

Duration 45 min
Difficulty DC 13
Injects 3
Players 4–12
Required Roles:
War Chief Arcane Engineer Shadow Watcher Keeper of the Contingency
💰

The Gilded Deception

P1 — Critical

A shadow has fallen over the vaults of your private banking citadel. A master deceiver — a sorcerer of silver tongues and forged seals — has woven an intricate enchantment around your most trusted payment channels. Through cunning manipulation and arcane forgery, fraudulent SWIFT messages have been conjured and an ultra-high-net-worth patron has been beguiled into authorising a devastating push payment to a phantom treasury. As the golden threads unravel, the guild must race against time to recover the stolen hoard, contain the breach, and answer to the Elder Councils of regulation before the realm's reputation crumbles to dust.

Duration 60 min
Difficulty DC 15
Injects 4
Players 4–12
Required Roles:
War Chief Shadow Hunter Sentinel of the Golden Seal Arcane Engineer
🟠

The Traitor Within the Keep

P2 — High

A trusted member of your inner council has turned traitor. Under cover of darkness, they have plundered the realm's most sacred records — the identities and fortunes of your most powerful patrons. As the treachery unravels, the conspiracy may reach higher than anyone expected.

Duration 60 min
Difficulty DC 13
Injects 3
Players 4–12
Required Roles:
War Chief Arcane Engineer Keeper of the Codex Loremaster
🟣

The Enchanted Scroll

P2 — High

A cunning enchantment disguised as a routine missive has ensnared one of your realm's trusted servants. The deception has breached your outer defences, granting dark forces a foothold within the fortress walls. As the scope of the infiltration becomes clear, the race begins to purge the corruption before the enemy plunders your treasury.

Duration 45 min
Difficulty DC 13
Injects 3
Players 4–12
Required Roles:
War Chief Arcane Engineer Shadow Watcher Keeper of the Codex
🏢

The Siege of the Iron Vault

P2 — High

The Iron Vault — your realm's most fortified stronghold, where the ledgers of every noble house and merchant guild are kept under lock, ward, and watchful eye — has been breached. In the dead of night, unknown intruders penetrated its outer defences and gained entry to the inner sanctum. The wards have been disturbed, the sentries deceived, and the full extent of the plunder remains unknown. Rally your council and defend what remains before the enemy strikes again.

Duration 45 min
Difficulty DC 13
Injects 4
Players 4–12
Required Roles:
Warden of the Iron Vault Gate Captain Arcane Engineer Keeper of the Codex
🔴

The Crypt of Encrypted Shadows

P1 — Critical

A devastating ransomware attack strikes the heart of your banking fortress. Encrypted shadows spread across your domain as a dark sorcerer demands tribute in cursed coin. Your realm's most guarded secrets — the portfolios of ultra-high-net-worth patrons — hang in the balance.

Duration 60 min
Difficulty DC 15
Injects 4
Players 4–12
Required Roles:
War Chief Arcane Engineer Shadow Watcher Keeper of the Codex
📋

The Tribunal of the Elder Council

P1 — Critical

The Elder Council — the supreme arbiters of law and order across the realm — have dispatched their most feared inquisitors to your gates. Ancient wards of protection that should have shielded the realm from dark gold and forbidden transactions have been found shattered and neglected. Worse still, a sacred oath to notify the Council of a breach within the prescribed celestial cycle has been broken. The inquisitors carry scrolls of enforcement, and the very charter of your guild hangs in the balance.

Duration 60 min
Difficulty DC 14
Injects 4
Players 4–12
Required Roles:
War Chief Keeper of the Codex Loremaster High Council Elder
🩷

The Scattered Legion

P2 — High

Your realm's defenders have been dispersed across distant lands, working from keeps and homesteads far from the central fortress. The enemy has seized upon this scattered formation, targeting the weakest outposts to find a way past the castle walls. When the guardians are far from home, every hearth becomes a potential breach point.

Duration 45 min
Difficulty DC 12
Injects 3
Players 4–12
Required Roles:
War Chief Arcane Engineer Shadow Watcher Keeper of the Codex
🔵

The Poisoned Alliance

P1 — Critical

A trusted ally has been compromised. Your realm's managed services provider — once a stalwart guardian of your fortress walls — has fallen to dark forces. The enemy now holds the keys to your kingdom, and the true extent of the betrayal remains shrouded in fog.

Duration 45 min
Difficulty DC 14
Injects 2
Players 4–12
Required Roles:
War Chief Arcane Engineer Shadow Watcher Keeper of the Codex

The Rules of Engagement

🎲 Dice Mechanics
  • D20 — The Fate Die: Rolled at critical decision points to determine outcomes. Natural 20 = Critical Success. Natural 1 = Critical Failure.
  • D6 — The Chaos Die: Rolled between injects to determine random environmental events and complications.
  • D4 — The Pressure Die: Determines time pressure modifiers for urgent decisions.
📋 Ground Rules
  • This is a no-fault exercise. No blame, only improvement.
  • Respond as you would in a real incident.
  • The Facilitator (Dungeon Master) controls the pace.
  • All discussions are under Chatham House rules.
🏰 How a Campaign Works
  1. Set Up Event: The Dungeon Master creates an event, selects scenarios, and adds participants.
  2. Share the Link: Participants join via the unique event URL to follow along.
  3. Play Through Injects: The facilitator reads each inject aloud, then guides discussion.
  4. Roll the Dice: At key moments, dice determine outcomes, complications, and twists.
  5. Debrief: After each scenario, assess what went well and what needs improvement.
🎯 Outcome Scale
💀 Natural 1 — Critical Failure
⚔️ 2–7 — Failure
🛡️ 8–14 — Partial Success
⚡ 15–19 — Success
👑 Natural 20 — Critical Success