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Your first Ordem Paranormal mission: a GM's guide

Prepare your first Ordem Paranormal mission with an original case: three locations, connected clues and final choices. Adapt the outline to your group.

To prepare your first Ordem Paranormal mission, start with a question the characters can investigate, a few accessible locations and clues that support decisions. A disappearance in a single building can provide enough material for one session. Decide what happened and leave space for the group to discover it in its own way.

This guide includes an original editorial example for adaptation, The Last Transmission. It provides an investigative structure with its own people and clues. Complete your preparation using the rules, difficulties and threats from your group's chosen material.

If you still need to organize characters and tools, begin with our guide to playing Ordem Paranormal RPG. Each player can then create an Ordem Paranormal character sheet and review it before the game.

Set the scope of the first adventure

Our suggestion uses one disappearance, three investigation areas and a final decision. Plan for one session, leaving time for character introductions and a conversation afterwards. These timings are planning suggestions rather than system requirements.

| Part of the session | Suggested time | | --- | --- | | Agreements and character introductions | 15–20 minutes | | Arrival and initial information | 20–30 minutes | | Exploring the three locations | 60–90 minutes | | Final decision and consequences | 30–40 minutes |

If conversations take longer, remove a complication or end at a discovery. Agreeing to continue later gives players room to make a meaningful final choice.

The Last Transmission: introduce the case

Artur, the caretaker of a closed school, disappeared during a night inspection. Since then, the entrance radio has broadcast his voice asking someone to open the audiovisual room. Helena, the principal, insists that the room has been empty for years.

Agree with the players on why their characters have been called: they might be an investigative team or have a personal connection to the site, depending on the campaign. The initial objective is clear: find Artur and discover the source of the transmission.

Three people are enough to support the conversations:

  • Helena, principal: wants to find the caretaker and contain news of the incident; knows where the old documents are.
  • Dora, cleaner: knows the maintenance entrances; heard the recording before the disappearance and fears being blamed.
  • Artur, caretaker: is trapped in a technical area behind the audiovisual room; wants to interrupt the phenomenon without drawing attention to himself.

Decide what each person wants, what they know and what would persuade them to cooperate. A nervous witness can be reluctant without hiding a vast conspiracy.

Write the truth in your GM notes

In this example, an old recorder started working after a box of tapes was removed from storage. It repeats voices heard in the building and begins producing calls that imitate familiar people. Artur followed one of those voices into the technical area and became trapped when its maintenance door closed.

The phenomenon is concentrated in the recorder and the loaded tape. For this story, the GM can decide that separating them stops the transmissions while they remain apart. If someone plays the tape again, the calls return. These are proposed fictional properties for this case; adapt them to your campaign's setting and rules.

Record that explanation before playing. You can then answer an unexpected solution consistently. If the group reaches the technical area by another route, Artur is still there; the story responds to their discovery.

Place the clues in three locations

Each area needs actionable information. Avoid making the rest of the adventure depend on one exact question or a single test.

| Location | Essential information | What it enables | | --- | --- | --- | | Entrance office | Artur's inspection log names the audiovisual room; his last note mentions a side entrance | Search for the room and ask about maintenance access | | Archive | An old floor plan shows the technical area; an inventory record identifies the recorder | Find the other entrance and recognize the object | | Audiovisual room | The voice comes from the recorder; knocking can be heard behind the rear wall | Investigate the technical area and find Artur |

Make the connections readable. The inspection log can give the room number; the plan can show that same room and its side entrance. If documents use different names, explain the connection so players can investigate the phenomenon and its consequences.

Handling failed tests

Follow your table's rules procedure. When preparing this investigation, provide more than one route to essential information. For example, the cleaner can explain the access shown on the floor plan.

Where the situation permits, use a test for additional detail or a consequence: identifying the correct tape before another recording starts, noticing a sound in time or completing a search faster. Keep a viable next step available if one roll fails.

Prepare a handout that prompts action

An inspection note can contain this original text:

10:10 p.m. Entrance checked. Light on in audiovisual, even though the circuit is off. I'll check through the side corridor. If the radio calls in my voice, confirm where I am before opening any doors. Artur.

The document supplies a time, a destination and a reason to question later calls. It lets players formulate questions and choose a route.

Use a note template or the Ordem Paranormal handout guide to adapt its presentation. Read the content aloud or provide a transcription for anyone who has difficulty with the image. Keep the recorder's explanation in your GM notes.

For an optional puzzle, a label could contain a message made with the Other Side sigil translator. Provide a clue that helps interpret it and keep the main discovery reachable through another route. Players can enjoy the challenge while the investigation continues.

Let the ending respond to player choices

In the technical area, the team finds Artur alive and hears a new transmission calling someone by name. Describe the recorder's position, the exits and signs that the phenomenon is intensifying. Their decisions can then lead to different outcomes.

  • Rescue the caretaker first: resolves the rescue objective while the object remains active until addressed.
  • Interrupt the transmission: requires reaching and separating recorder and tape, according to the properties you established.
  • Take the object for study: gives the team a responsibility and a possible continuation if someone plays the tape again.

Accept other solutions consistent with the facts. If someone cuts the power, the result depends on the recorder's power source in your notes. Establish that detail before the scene so you can describe the outcome consistently.

A confrontation can feature in the ending if it fits your game. Select an appropriate threat and check its rules in your group's material. This outline does not provide statistics or assume that a particular creature suits every character.

Organize the mission for online play

Separate shared materials from GM notes. Prepare the inspection note, floor plan and names. Reveal documents when the characters find them and maintain a shared record of open questions.

Ask players to use the Ordem Paranormal sheet checklist beforehand. Check audio and character access. If you are still assembling a team, the group-finding guide helps write a proposal with a clear schedule and format.

If you prefer a published adventure, check Jambô's Arquivos Secretos for material available through your access. The Mini Kraken integration guide explains how to use material covered by the partnership.

Close with consequences and a conversation

Explain what happened to Artur, the school and the recorder according to the players' decisions. An unanswered question can open the next adventure, but the rescue should have a visible outcome.

Afterwards, ask which scenes worked, what was confusing and what the group wants to try next. Note rules questions to check outside the session. Use that feedback to prepare the second mission around the group's actual experience.