The Shadow Breach

30 Apr 2025 - joe

The Shadow Breach: A D&D-Themed Cybersecurity Exercise

Campaign Overview

Title: The Shadow Breach
Adventure Duration: One 4-hour session
Adventurer Levels: 5-10 (SOC analysts to security directors)
Difficulty: Challenging
Quest Objective: Test the adventuring party’s ability to detect, contain, and defeat a powerful shadow mage who is attempting to corrupt multiple kingdoms through a sophisticated magical infiltration.

Learning Enchantments

  1. Evaluate party coordination during complex magical threats
  2. Test arcane countermeasure capabilities across different spell vectors
  3. Assess communication scrolls both within the party and with allied kingdoms
  4. Practice decision-making under pressure with limited divination information
  5. Identify gaps in current magical defense plans

Campaign Structure

Preparation Phase (2 weeks prior)

  1. Dungeon Master Selection: Appoint 1-2 individuals to lead the adventure
  2. Adventurer Selection: Identify key heroes from various classes and guilds
  3. Magical Resource Preparation: Ready the necessary spell components, communication scrolls, and simulated magical environments
  4. Pre-Adventure Briefing: Conduct a short session explaining adventure rules and expectations

Adventure Roles

  1. Dungeon Master: Controls adventure flow, introduces magical threats, evaluates responses
  2. Player Characters: Mages (analysts), Clerics/Paladins (incident responders), Artificers (security engineers), Nobles/Kings/Queens (management)
  3. Observers: Scribes who document actions, decisions, and potential improvement areas
  4. Allied Kingdom Representatives: (Optional) Can participate to add realism to kingdom communications

Adventure Materials

Required Scrolls and Tomes

  1. Magical defense and counterspell grimoire
  2. Communication scroll templates
  3. Allied kingdom contact information
  4. Spell escalation procedures
  5. Arcane documentation of magical networks
  6. Adventure evaluation scrolls

Magical Setup (Optional)

  1. Isolated arcane laboratory for simulated magical forensics
  2. Sending stone network (separate from kingdom network)
  3. Hourglass display
  4. Magical collaboration artifacts

Campaign Background

The Guardian Order is a well-established Magical Security Provider offering arcane monitoring and threat response services to over 50 kingdoms across various realms. Among their key clients are:

The Guardian Order uses a Scrying Operations Chamber that aggregates magical signatures and alerts from client kingdoms, with a centralized crystal ball for monitoring and response.

Adventure Narrative

A sophisticated shadow mage has identified the Guardian Order as a prime target for a corruption attack. Their objective is to compromise the Order’s magical infrastructure to gain access to high-value kingdoms. The attack will unfold in multiple stages over the course of the adventure.

Adventure Timeline and Magical Events

Phase 1: Initial Corruption (0:00-1:00)

Setting the Scene (0:00-0:10)

Magical Event 1 (0:10): Suspicious Arcane Signature

Expected Actions:

Magical Event 2 (0:30): Discovery of Suspicious Activity

Expected Actions:

Magical Event 3 (0:45): Dark Artifact Detection

Expected Actions:

Phase 2: Arcane Escalation (1:00-2:00)

Magical Event 4 (1:00): Kingdom Alert - Goldkeep

Expected Actions:

Magical Event 5 (1:20): Dark Magic Detection

Expected Actions:

Magical Event 6 (1:40): Detection Avoidance Magic

Expected Actions:

Phase 3: Magical Crisis Management (2:00-3:00)

Magical Event 7 (2:00): Critical Infrastructure Alert

Expected Actions:

Magical Event 8 (2:20): Noble Council Involvement

Expected Actions:

Magical Event 9 (2:40): Dark Demands

Expected Actions:

Phase 4: Resolution and Recovery (3:00-4:00)

Magical Event 10 (3:00): Shadow Mage Tactics Identified

Expected Actions:

Magical Event 11 (3:20): Containment Decision Point

Expected Actions:

Magical Event 12 (3:40): Recovery Planning

Expected Actions:

Conclusion (3:50-4:00)

Adventure Evaluation

Evaluation Metrics

  1. Detection Effectiveness
    • Time to detect initial magical corruption
    • Ability to identify related magical events
    • Thoroughness of arcane investigation
  2. Response Efficiency
    • Time from detection to initial magical countermeasures
    • Appropriateness of spell countermeasures
    • Resource allocation and utilization of magical components
  3. Communication Effectiveness
    • Internal sending stone clarity and timeliness
    • Kingdom communication appropriateness
    • Noble council updates and escalations
  4. Decision Quality
    • Magical risk assessment accuracy
    • Decision-making under the pressure of time constraints
    • Balance between magical security and kingdom services

Post-Adventure Activities

  1. Quick Council (Immediately following adventure)
    • Quick round-table discussion of initial impressions
    • Identification of major strengths and challenges
    • Collection of immediate feedback on magical scrolls
  2. Formal Debrief (1-2 days after adventure)
    • Structured review of adventure timeline and decisions
    • Analysis of major magical decision points
    • Documentation of lessons learned in the grand tome
  3. Improvement Planning (1-2 weeks after adventure)
    • Development of specific magical action items
    • Assignment of responsibilities for improvements
    • Timeline for implementing magical changes
  4. Follow-up Adventure (3-6 months later)
    • Targeted scenario to test magical improvements
    • Focus on previously identified weaknesses
    • Validate effectiveness of changes to arcane defenses

Dungeon Master Guidelines

Pre-Adventure Preparation

  1. Scenario Customization
    • Adjust magical details to match your order’s environment
    • Modify kingdom names and realms as appropriate
    • Ensure magical events are realistic for your tools and processes
  2. Information Control
    • Determine what information is available to adventurers at each stage
    • Prepare answers for likely questions from adventurers
    • Create physical or magical information cards for events
  3. Environment Setup
    • Arrange the adventure space to facilitate party communications
    • Test any magical systems or simulations
    • Prepare backup plans for magical failures

During Adventure Facilitation

  1. Maintaining Realism
    • Introduce complications that might occur in real magical incidents
    • Provide realistic time pressures via hourglasses
    • Limit information as would happen in real magical scenarios
  2. Adaptability
    • Be prepared to adjust scenario pacing based on adventurer progress
    • Have additional magical events ready if parties resolve issues quickly
    • Be willing to provide hints if parties get completely stuck in magical puzzles
  3. Observation
    • Take notes on key decisions and actions
    • Identify teaching moments for the debrief
    • Document specific areas for magical improvement

Post-Adventure Activities

  1. Facilitating Discussion
    • Use open-ended questions to promote reflection
    • Focus on process improvements rather than assigning blame to specific mages
    • Highlight both strengths and areas for magical improvement
  2. Documentation
    • Compile observations and adventurer feedback
    • Prepare a comprehensive after-action scroll
    • Develop specific, actionable magical recommendations

Appendix: Detailed Magical Events

Magical Details for Event 1

Magical Details for Event 2

Magical Details for Event 3

Magical Details for Event 5

Magical Details for Event 7

Magical Details for Event 9

Magical Details for Event 10