Memories of Light

There have been recent rumors of dark creatures lurking in Jastrey, shifting out to the shadows and running around at night, their masked faces lingering over the sleeping forms of villagers and whispering about someone called THE ONE WHO BURNS, causing many locals to avoid sleeping altogether for fear of facing the creatures.

Story Notes

The second mod in a series of four pieces of content about Maysa, Asyam, their memories, and their connection to the Astral. 

(Pronunications: Maysa (may-sa); Asyam (ah-sigh-ahm)

Jastreyans have been facing mass-sleeplessness due to fear of masked shadowy figures and its causing the Shady Corner to struggle financially. After setting a trap for the creatures, the Shadowlings emerge. After fighting them, they either discuss with and agree to help the adventurers or flee and can be pursued. In the Astral, the party faces the Light, whom the Shadowlings call THE ONE WHO BURNS. After some combat, the Light is revealed to be an individual going by Asyam and is in search of a magical parasite whose presence has caused them to be trapped in the Astral for many years. If the party agrees to help them, Asyam may give them magical gifts for the duration of the mod as the group travels into their memories. After experiencing some of their time as an acolyte sorcerer, the party helps complete a magical ritual, which turns out to be the original mirror gate that Asyam constructed. The memory version of Asyam shifts into the “magical parasite”, whom some of the party may recognize as Maysa, the young acolyte they helped before who got lost in the Astral. After a destructive clash between Maysa and Asyam, the party runs away from the pair and into a mirror gate at the familiar etched stones in the Fields. 

Content does require some walking: walking to a vacant cabin in the Oaks/Hills area then back to the small field just past the small cabin on the trail towards the Oaks/Hills area. 

 

(examples of influences to outcomes): 

EXCEPTIONAL OUTCOME- they use narratives to skip the fighting aspect of “you can’t change the past”; someone puts together that Maysa is a Reflection. 

UNFAVORABLE OUTCOME - anytime over half the party dies.

 

Required/Preferred PCs: Esgir, Cedar, Asclepia, Alathos, Krassus, Cynder, Touska, Opi (who all have gone on the previous mod), though it really isn’t required. 

 

Timing: Friday night (the darkness makes the lighting effects more apparent)

 

Special Mechanics: 

Burning Light: The ring of monsters represents the reach of the light; these monsters are not physically present and may not be targeted by effects. If you are ever caught between the ring of monsters and the light, you will take "Field, 1 Hit" every "3-count" until you escape. If you are "Subdued" and would take this damage, you will be "Slain" as normal.

ANNOUNCE: If you are hit with "Dissipate" while "Subdued" or "Slain" you are immediately removed from play! Come to the narrator. Afterwards, you will wake up within the Shady Corner and may not rejoin the adventure.

SPEED OF LIGHT: The monster holding the light, and the monsters forming the ring, are "Always Slowed".

SEARING LIGHT: The monster holding the light calls "No Effect" to all effects. They have one action: "Touch, Dissipate", which they may use on any player that is subdued/slain near them. The player does not draw FATE as normal, but suffers from overexposure (below).

Overexposure: For the remainder of the event, players are afflicted with the flaw "Cannot Counter Dazzle". Additionally, they have been burned by the exposure to the light: contact gives them sharp pain and the condition will get worse before it gets better: they lose one permanent Hit now and one additional Hit during each subsequent SHIFT until they reach half Hits, rounded down. This affliction persists until the end of the event.

Asyam’s Gifts: Players who accept the deal appeach Asyam and draw a card from a deck containing the following tarot cards: the hermit; the magician; the devil; the lovers; the hierophant; the moon; the wheel of fortune. When the player draws a card, read them the effects of their chosen card, which are as follows:

hermit: your supplies get twice as many uses for the duration of the mod

magician: you gain an extra armor point for the duration of the mod

devil: you gain an extra spirit for the duration of the mod

lovers: one piece of your equipment doubles in quality for the duration of the mod

hierophant: you gain one combat ability for the duration of the mod: heal 2, 2 crit, 2 pierce

moon: you gain one passive ability for the duration of the mod: armor 2, rest without interruption, crit from behind

wheel of fortune: You gain the ability to save one person from drawing fate deck for the duration of the mod

Mirror Gate Circle Puzzle: The players receive a printed page with the blank mirror gate circle and the riddle, along with a sheet of runes they can transcribe. 

There are two ways to get each of the three parts of the circle completed: through narrative action or by transcribing the runes. A combination of the two can also be used. 

Understanding the riddle, the players will correctly associate the three correct choices: Prime, Light, and Truth. The associated runes can either have the translate (medium) or speak (automatic) narratives to find the correct runes and draw those into the circle, or they can perform different combat/narrative abilities for each (prime-call prime, imbue prime; light-light, conjure with phys rep; truth- insight, forecast) and the runes will magically appear in their correct place on the portal circle.  

(Summary list of the sheet content provided to players, excluding photos):

(Speak Tceril or translate) Let the memories of light carry me into realms beyond: through storms, through shadows, through strife.  빛의 기억이 저를 저 너머의 영역으로 데려가게 하십시오. 폭풍을 통해, 그림자를 통해, 투쟁을 통해.

Shock (drakeric-шок)

Fire (velysh-आग)

Ice (tceril- 빙)

Prime (drakeric- основной)

Tox (Tceril- 독성)

Light (Tceril- 빛)

Shadow (velysh- साया)

Truth (Velysh- सच)

Deceit (drakeric- обман)

Materials

2 somewhat bright lights (ideally 1 purple and 1 yellow, but that's more for flavor. Not so bright that it will mess up people's night vision, but noticeable)

Mirror Gate Puzzle sheets (Rowan will provide)

Tarot Cards (Rowan will provide)

Monsters

(at least 5?) Shadowlings: Ether Being (stigma), Feral 

(2) Shadowling Conglomerate (epic): Ether Being, Shade

Asyam-Light form: (no card, see special mechanics about LIGHT)

(same number as Shadowlings, split equally) Acolytes: Human, Paladin of Vengeance/ Human, Hunting Ranger

Maysa-the Parasite (epic) and/or Asyam (epic): Ether Being, Shade—same as Shadowling Conglomerate

1.1- Rumors

Narrative
The Shady Corner seems unusually quiet for an early evening in the summer. The few patrons around the tavern slump in their chairs, barely managing to keep awake and the lack of conversation and general clatter is a stark contrast to a typical night in the tavern. Being the largest party in the quiet establishment, the barkeep approaches you all.

[IF THEY APPROACH THE VILLAGER FOR MORE INFORMATION/HELP SET A TRAP]: You see a weary looking young woman sitting alone at the bar top. The deep purple shadows under her eyes and slumped posture mark her as one of those having difficulty sleeping.
Scene Notes
Roleplay with the barkeep and possibly the villager; establish plan to trap Shadowlings.

[BARKEEP RP NOTES]
-People who come in all have dark circles under their eyes, nearly falling asleep where they stand. It’s bad for business. Barely able to keep up with the maintenance on this place.
-No one seems to want to admit they’ve seen them, but everyone says they know somebody who’s encountered one or more: dark creatures, shifting out to the shadows and running around at night, muttering something about THE ONE WHO BURNS.
-Reports vary: razor sharp teeth or shapeless form; seven feet tall or barely the size of a newborn baby. But most folks have started avoiding sleep altogether because of them.
-If you could help figure out what’s going on with these creatures, it’d be a great help. I know the tavern is a gathering place for many of you adventuring type folks.
-Maybe you can wait until nighttime to see one? They only seem to come out when someone is asleep, so you’ll have to convince someone to fall asleep or one of you will have to do it yourselves.

[VILLAGER RP NOTES]
-You haven’t slept in three days; can barely get anything done at this point.
-You don’t want to see one of them again; it was terrifying the last time.
-If you lot can guarantee that I’ll be protected, I’ll help set this trap. Nexus knows I need sleep.
Narrative Effects
Forecast (interacting with the Shadowlings to help with Jastrey’s sleeplessness problem; easy): this will likely have a favorable outcome.
Insight (barkeep, easy): the barkeep just wants his customer back, keeping the tavern going.
Inspect Magic (sleeplessness on patrons, automatic): there’s no magical influence that’s directly causing the sleeplessness, just the individuals’ fear of the creatures.
Locate (Shadowlings, very hard): (for players who haven’t been on the previous mod, impossible) you sense a faint trace of the Shadowlings’ magic on one of the tavern’s patrons. Since they apparently only come out when people fall asleep, you’ll probably need the customer to go to bed before you can find the Shadowlings.
Track (Shadowlings, very hard): (for players who haven’t been on the previous mod, impossible) you sense a faint trace of the Shadowlings’ magic on one of the tavern’s patrons. Since they apparently only come out when people fall asleep, you’ll probably need the customer to go to bed before you can find the Shadowlings.

1.2- THE ONE WHO BURNS

Narrative
You head to a small cabin in the outskirts of Jastrey and lay in wait for the creatures to appear. (If a player character has volunteered: [player character name] is now under the effect always sleeping for the duration of the scene) As (the woman/insert player character’s name) falls asleep and you all lay in waiting, you see it out of the corner of your eye: a movement in the shadows. But it’s gone in an instant, so brief you question it even happened. But the movement happens again, a shifting and twisting of the shadows near the corner of the bed. One by one, you see a series of small shapeless forms with floating masks in the place of faces take form from the shadows. Darkness taken form, their pseudopods seem solid, no longer shadows, as they creep across the floor. Several of you may recognize them from your time in the Astral as Shadowlings. As they crawl forward, one of their masked faces suddenly swivels around and stares at you blankly before the crowd all start chittering and rushing towards you.

[AFTER SEVERAL WAVES OF COMBAT] As the Shadowlings sense their impending loss, they suddenly seem to flee towards a central point. Their small, shadowy bodies seem to merge together and create a shadowy form that looks over you; their many small masks now fusing into one large one featuring a wide grin with pointed teeth and narrow eye slits.

[WHEN THE SHADOWLING CONGLOMERATE FALLS] the massive form of the Shadowling Conglomerate falls to the ground and puddles into several shadowy pools on the floor. While several of the creatures seem to disappear, several hardier ones remain, all chittering and slowly reforming.

[IF THE PARTY CONVINCES THE SHADOWLINGS TO HELP]: The remaining Shadowlings rally themselves and they shuffle back to the shadowy underbelly of the bed from which they originally came from. One by one, you see them crawl into the shadows before outright disappearing with a faint pop! The last Shadowling turns its masked face blankly towards you all then looks back and forth between the underside of the bed and your group, clearly expecting you all to follow.

[IF THE PARTY KILLS/SCARES AWAY ALL THE SHADOWLINGS]: the remaining Shadowlings scramble and begin to run away back to the shadowy underbelly of the bed from which they originally came. One by one, you see them crawl into the shadows before outright disappearing with a faint pop! It seems that whatever portal they came through lingers in the shadows of the underside of the bed.
Scene Notes
Take the party to a nearby vacant cabin, appropriately sized for the party plus the monsters so that combat can take place. Instruct either the npc or player character to lay down on one of the beds. The PC will be under the effect “always sleeping” for the duration of the scene.

[COMBAT]: Shadowlings
[COMBAT]: Shadowling Conglomerate (Epic)

Combat Details: After several respawns of the Shadowlings, start the Shadowling Conglomerate fight. After the epic fight, the players can talk to the Shadowlings, or, if they just kill them, they can see and follow the retreating forms of the Shadowlings into the Astral.

[INVESTIGATE SHADOWLINGS]: Players find out they are being run out of the Astral but generally can only survive a short amount of time out of the Astral or near portals.

[COMMUNICATING WITH OR FOLLOWING THE SHADOWLINGS]: Players figure out that they are running from something, trying to escape through places where the Astral and the Mortal realms overlap.

[SHADOWLING COLLECTIVE MIND RP NOTES]:
THEY CAME FOR US, BURN US; THE ONE WHO BURNS THE ONE WHO LIES
THE VEIL IS THINNER HERE, WITH THE DREAMERS. WE COME OVER. MAYBE THEY CANNOT FIND US HERE.
BUT WE HAVE TO GO BACK; MORTAL REALM NOT FOR US. SHADOWS DISAPPEAR IN THE LIGHT.
(after convincing) YOU CAN FIND THEM? DESTROY THEM? WE TAKE YOU THERE.

Narrative Effects
Commune Dream (sleeping person, easy): their dreams are uneasy, but plagued with imaginings of what the Shadowlings might look like, but without a solid trace of the actual creatures.
Commune Spirit (Shadowlings, medium): (Shadowling RP)
Forecast (following the Shadowlings into the Astral, medium): this will likely have a favorable outcome
Insight (Shadowlings, hard): it’s difficult to get a read on the Shadowlings, but they do seem sincerely terrified of the entity they call THE ONE WHO BURNS, willing to do anything to get away from it.
Inspect Evil (Shadowlings, medium): while it’s difficult to get a read on the Shadowlings, you can ascertain that they aren’t inherently evil.
Inspect Magic (Shadowlings, easy): the Shadowlings radiate an assortment of magical traces, including Astral.
Light (easy): you generate a light, which the Shadowlings seem to scurry back from quickly before gathering themselves and returning back to their original positions.
Locate (THE ONE WHO BURNS, very hard): (for players who haven’t been on the previous mod AND who haven’t made the connection that the Light from the previous mod is THE ONE WHO BURNS, impossible) drawing from your memories of the Light you’ve encountered previously, you reach your consciousness out into the Astral and get a vague sense of where THE ONE WHO BURNS is. You’ll need to find a rift to the Astral plane to follow the trail, however.
Purge (The Shadowlings, easy): the Shadowlings scramble around, disoriented, before rallying and starting to run away in fear.
Track (THE ONE WHO BURNS, very hard): (for players who haven’t been on the previous mod AND who haven’t made the connection that the Light from the previous mod is THE ONE WHO BURNS, impossible) drawing from your memories of the Light you’ve encountered previously, you reach your consciousness out into the Astral and get a vague sense of where THE ONE WHO BURNS is. You’ll need to find a rift to the Astral plane to follow the trail, however.
Translate (whatever the Shadowlings are saying, medium): the garbled and strange speech of the Shadowlings is…complicated to ascertain, but you get enough of a grasp on it that you are able to communicate with them.

2.1- Back in the Fields

Narrative
Slipping into the astral behind the shadowlings, you pop out into a set of dull and endless fields, blanketed in mist. Unlike other visits you may have had to the Astral, however, there are no faint silver cords attached to the small of your backs. Despite being the plane of dreams and the immaterial, you are bodily in the Astral. You see the Shadowlings start to wander away in the field, their small forms barely taller than the grasses. Their forms seem more solid here, and their movements more smooth. Suddenly, the Shadowlings all cease moving; even the ever shifting mass that creates their forms becoming impossibly still. Silently, they all shift their masked gazes over to one point, somewhere off in the misted distance. FLEE! They all scatter in different directions, disappearing into the mists or leaping through the air only to disappear mid jump, as if they have gone through a door no one else can see. You feel a tingling, crawling sensation across your exposed skin (1 crit). For some of you, you recognize the sensation, and you’re not surprised as a burning, bright Light that breaks through the mists, bearing down towards your party.

[AFTER ONE MINUTE OF COMBAT] A booming voice rings out inside all of your heads: "HOW DARE YOU COME BACK HERE? AFTER ALL YOU DID TO HELP THAT PARASITE?" The Light pulses even brighter and its sphere of bright, burning power expands (ANNOUNCE: the range of the Light is now 15 feet!)

[AFTER TWO MINUTES OF COMBAT] The booming voice calls out again: "THERE IS NO MANNER IN WHICH YOU WIN THIS BATTLE. TELL ME YOUR BUSINESS OR I WILL DESTROY YOU ALL!"

[OPTIONAL - IF THE PARTY CONTINUES TO FIGHT/DOESN'T TELL THE LIGHT WHY THEY ARE THERE: AFTER THREE MINUTES OF COMBAT]: The voice calls out once more: "TELL ME YOUR BUSINESS OR I WILL END THIS!"

[OPTIONAL - IF THE PARTY CONTINUES TO FIGHT/DOESN'T TELL THE LIGHT WHY THEY ARE THERE: AFTER FOUR MINUTES OF COMBAT] The voice, cold and unfeeling, calls out a final time: "YOU HAVE CHOSEN YOUR FATE. YOU WILL LEAVE NOW." The Light burns even brighter: the bright light blinding you and the immense heat burning your skin. All you feel is pain, and after it seems it could get no worse, you suddenly feel nothing at all. You jolt back to awareness and find yourselves in the cabin where you initially fought the Shadowlings, burns covering your bodies. (ALL PLAYERS SUFFER FROM OVEREXPOSURE- read Overexposure mechanics. This ends the mod.)

[IF THE PLAYRES TELL THE LIGHT WHY THEY ARE THERE]: The Light holds for a moment, then brightens more than ever before. You turn away to avoid the painful glare, and when the brightness fades you turn back to see not a spectral entity, but a person with glowing skin, cold biting eyes, and a steely but uncannily familiar expression.
Scene Notes
Bring everyone to the field nearby Oaks/Hills; this is where the rest of the mod will take place.

After following the Shadowlings into the Astral, there’s a brief fight with the Light, then dialogue as they make a deal: help Asyam track down their magical parasite.

"COMBAT": Ring of Light

Combat Details:
BURNING LIGHT: Have one monster hold the light, the other monsters should stand roughly equidistant around the light monster as they slowly move as a single unit. Monsters should start approximately 10ft from the light, and expand outward when the narrator instructs; always maintaining the light as their central point.
ANNOUNCE: The ring of monsters represents the reach of the light; these monsters are not physically present and may not be targeted by effects. If you are ever caught between the ring of monsters and the light, you will take "Field, 1 Hit" every "3-count" until you escape. If you are "Subdued" and would take this damage, you will be "Slain" as normal.
ANNOUNCE: If you are hit with "Dissipate" while "Subdued" or "Slain" you are immediately removed from play! Come to the narrator. Afterwards, you will wake up within the Shady Corner and may not rejoin the adventure.
SPEED OF LIGHT: The monster holding the light, and the monsters forming the ring, are "Always Slowed".
SEARING LIGHT: The monster holding the light calls "No Effect" to all effects. They have one action: "Touch, Dissipate", which they may use on any player that is subdued/slain near them. The player does not draw FATE as normal, but suffers from overexposure (below).

OVEREXPOSURE: For the remainder of the event, players are afflicted with the flaw "Cannot Counter Dazzle". Additionally, they have been burned by the exposure to the light: contact gives them sharp pain and the condition will get worse before it gets better: they lose one permanent Hit now and one additional Hit during each subsequent SHIFT until they reach half Hits, rounded down. This affliction persists until the end of the event.

[ASYAM RP NOTES]
-I know several of you helped the parasite before; why should I trust you now?
-The parasite is the reason I’m stuck here in the first place. The parasite stole my life.
-Once they entered the Astral, I sensed their presence. If I can track them down and eliminate them, I can finally leave.
-I’ve been roaming the Astral, searching for the parasite. This scared the Shadowlings; they dissipate in the presence of my magic. They’re simple creatures, you know.
-Well, if you can help me track down the parasite, that will solve all of our problems, won’t it?
-PARASITE = MAYSA?: *Asyam scoffs.* Is that what it was calling itself? It’s no matter; it’s not a real person. The nature of these creatures is to latch onto more powerful magical beings and leech off their lives. It will do and say anything it deems necessary to survive.
-FATED/DISSIPATED PLAYERS?: The nature of my magic does this to people, particularly when I’m in a singular form like this. That’s why I stay inanimate in the Astral, most of the time.
Narrative Effects
Dispel (Light/Asyam, very hard): you get a sense of the magic at play and manage to start dispelling it, only to have it flare up sharply and overwhelm you. (player is Dissipated and suffers Overexposure)
Forecast (Helping Asyam, hard): helping them would be favorable.
Insight (Asyam, easy): they desperately want to find the magical parasite and get out of the Astral.
Inspect Aura (the fields, medium): the Astral is rampant with all kinds of psychic impressions, as varied as their dreamers- whimsy; love; fear; desperation.
Inspect Evil (Asyam, very hard): you start to gauge the moral disposition of them when a wave of rage and pain overwhelms you (player is Dissipated and suffers Overexposure).
Inspect Magic (Light/Asyam, medium): the magic is very powerful and seems to come from the Maelstrom, like a sorcerer’s.
Light (easy): you manifest a light source, but it seems to flicker and dim in the presence of the shining form in front of you.
Locate (the parasite, very hard): (impossible if the player wasn’t on the last mod and hasn’t put together that the parasite is Maysa) determining particular locations within the Astral is difficult, but you manage to confirm that the “magical parasite” Asyam mentioned is hiding within their memories. (do beginning of scene 4 with Asyam’s gifts,, then skip to scene 5)
Purge (Light, very hard): the start to remove the magical influence, only to have it flare up sharply and overwhelm you. (player is Dissipated and suffers Overexposure).
Track (the parasite, hard): determining particular locations within the Astral is difficult, but you manage to confirm that the “magical parasite” Asyam mentioned is hiding within their memories. (do beginning of scene 3.1 with Asyam’s gifts,, then skip to scene 3.2)

3.1- You Can't Change the Past

Narrative
Before you begin your journey, Asyam turns to you all.

ASYAM: "In an effort to have you be as effective as possible, I’m willing to aid you as we travel into my memories. My power is limited here in the Astral, but I have…certain abilities that are still effective in this realm. If it will help me find my quandary, then I’m willing to expend my power."

[AFTER DIVVYING OUT THE GIFTS]: Asyam waves a hand and a golden shape appears in front of you, shimmering slightly and reflecting light like a mirror. They drop their hand and step towards the mirroresque plane, their form disappearing through the gleaming surface.
Following through, you lose any sense of location; the only feeling you have is of your feet on the ground. But you can’t see any ground; anything beyond a few inches in front of you is obscured by a thick veil of dark colored mist.

The mist coalesces and you find yourself in a building made of shining white and black marble. Several small children, all dressed in navy robes, kneel in front of a master as they demonstrate a simple incantation and a small flame conjures into their hands. The children clap and the master calls out “who here would like to give it a try?” Immediately, a small hand shoots up into the air. After being called upon, the figure rushes forward to the front of the room. And they turn around, you see a bright face with warm, inquisitive eyes and a large smile. They carefully move their hand in practiced movements, mumbling deliberate words. As they finish their incantation, sparks appear in their hands before becoming a tiny flame, strengthening and growing as they control their breaths. As the class cheers and the master congratulates the student, Asyam sighs. “A happy memory. That would explain why the parasite ran through here. But they don’t seem to be present any longer.”

[AFTER PLAYERS ATTEMPT NARRATIVES]: Asyam waves a hand and the scene disappears. The mist coalesces again and this time you see a group of students, somewhat older now, training in combat, some with magic and a couple with swords. You can spot the younger Asyam fighting among the groups, throwing out spells occasionally using a small dagger. The current Asyam frowns. “Something’s wrong. This memory, it’s stuck. We won’t be able to progress unless we make it conclude.” They point to the figures and you notice the way their movements repeat every so often, stuck in an endless loop of combat. Asyam waves their hands in a well practiced motion and a subtle wave of energy goes through you all, making your forms glow. “You should be able to interact with them now. You won’t be able to change the memory, as it’s in the past, but you ought to be able to kickstart it on the correct progression.” They shake their head. “This was definitely the parasite’s doing. They’re either trying to block me or their mere presence is so corrupt that it's eroding my memories.”

[AFTER SEVERAL WAVES OF FIGHTING STUDENTS]: There’s a sudden clap and you turn to see an older teacher come into the room. The students all stop their fighting and turn to bow to their master. You see Asyam make another hand gesture and the subtle glow you all had is now gone. “That seems to have worked,” Asyam says, gratified. “And there we have our winner!” the master says, gesturing to the young form of Asyam. “We can surely expect great things from you!” The acolyte fidgets and looks nervously over to their classmates, many of whom seem to scowling and crossing their arms. Asyam looks around before shaking their head. “The parasite isn’t here anymore, but they were recently. It’s time to look elsewhere.”
Scene Notes
[ASYAM RP NOTES]:
-YOUNGER SELF?: "These were happier times. I was prodigious; exalted among my peers."
-CAN'T INTERACT?: *Asyam shakes their head* "I cannot interact with my own memories in an objective manner. I would only muddle them further and we’d be even further away from my quandary. "
START MEMORY?: Must I figure out everything? Go interact with the students, maybe fight them. That ought to get it going.

COMBAT: Training Acolytes

[TRAINING ACOLYTE RP NOTES] (general platitudes, like NPCs in a game)
-Bet you can’t beat me!
-I’m gonna win for sure!
-Master Hiyota is finally letting me use a shield!

ASYAM'S GIFTS: (Players who accept the deal approach Asyam and draw a card from a deck containing the following tarot cards: the hermit; the magician; the devil; the lovers; the hierophant; the moon; the wheel of fortune. When the player draws a card, read them the effects of their chosen card, which are as follows):

hermit: your supplies get twice as many uses for the duration of the mod

magician: you gain an extra armor point for the duration of the mod

devil: you gain an extra spirit for the duration of the mod

lovers: one piece of your equipment doubles in quality for the duration of the mod

hierophant: you gain one combat ability for the duration of the mod: heal 2, 2 crit, 2 hits

moon: you gain one passive ability for the duration of the mod: armor 2, rest without interruption, crit from behind

wheel of fortune: You gain the ability to save one person from drawing fate deck for the duration of the mod
Narrative Effects
Commune Spirit (any entity in the memories, automatic): these aren’t spirits; they’re memories. They cannot communicate.
Forecast (taking the gifts, hard): for as long as you are helping Asyam, this action will have an exceptional outcome.
Insight (Asyam, medium): They seem conflicted about seeing their memories, old and faded though they may be. There’s pride, for sure, but also remorse.
Inspect Arms (acolyte memories, easy): they’re basic training weaponry; several of the younger acolytes don’t even have steel but instead wield wooden arms.
Inspect Aura (training memories, hard): the memories are old, faded, but you get a sense of the pride, the joy of victory, and the satisfaction of demonstrating your abilities and power.
Inspect Magic (memory field, medium): the magic Asyam used to bring you all into their memories is Astral in nature, though their underlying execution of it reeks of the Maelstrom.

3.2- Through Storm, Through Shadow, Through Strife

Narrative
The Mist swarms in and obscures your vision before coagulating into a new scene: you watch as an older acolyte in navy robes kneels on the floor, making chalk markings in a circle and occasionally consulting the tomes scattered around them. The student looks up but gazes through you, as if you aren’t there. Looking at their face, you realize this is another version of Asyam, though still much younger than the one who guides you now. A sort of haunted but determined look is affixed to their features.

[WITH EACH RUNE CORRECTLY DRAWN/ACTION PERFORMED]: One of the circles within the chalk markings on the floor begins to glow and as the correct rune takes hold within the enchantment.

[ONCEALL OF THE RUNES/TASKS ARE FULFILLED]: With all of the runes in place in the circle, the chalk markings begin to glow, as do the younger Asyam’s eyes. They speak the incantation “Let the memories of light carry me into realms beyond: through storms, through shadows, through strife.” They stand up, a look of triumph on their face as a swirling vortex of energy begins to form on the floor. However, their figure starts to morph as they arise: they grow taller, older, and as you look at their face, it grows more wan and a look of terrified recognition expresses itself. For several of you, you suddenly recognize the face of the companion you lost in the Astral mests ago, Maysa, only now instead of young and hopeful, they look world weary and strained. “No!” they cry. “You knew you couldn’t outrun me forever,” Asyam replies as their form begins to glow. Maysa shakes their head. “If you do this here, it will destroy us all!” Maysa objects. Asyam smirks. “I’ll be fine,” they say. Asyam lunges towards Maysa, who extends out a hand with a cry. (FIELD: PUSH 20) As the two glowing figures clash, you see the memory around you start to crumble and you begin to feel the effects of the overwhelming magical presence of these two beings. (ANNOUNCE: players who are within reach distance of the fight between Maysa and Asyam take FIELD 1 CRIT every 5 count.) You can tell that if you don’t leave soon, or at least end the fighting, you all will be consumed.

[ON THE FIRST REFRESH] The memory continues to collapse around you all as spectral debris comes crumbling down (FIELD 2 CRUSH)

[ON THE SECOND REFRESH] The memory continues to collapse around you all as all the trappings of what was once the memory have completely disintegrated. (FIELD 3 CRUSH)

[ON THE SECOND REFRESH] The very world seems to fall out from under you and you’re left only with a burning sensation. All you feel is pain, and after it seems it could get no worse, you suddenly feel nothing at all. (ALL PLAYERS ARE LEFT TO THEIR FATE. This ends the mod.)
Scene Notes
OPTIONAL COMBAT: Asyam (Epic) and Masya (Epic)

Combat Details:
If the party chooses to stay in the memory and fight Maysa and/or Asyam, 2 epics, each with the same card, will be in play, primarily fighting each other. However, the epic playing Asyam will not hesitate to hit the players, whereas the epic playing Maysa will avoid doing so unless the players attack them. The FIELD 1 CRIT every 5 seconds within reach of the two will still be in effect as they all fight.

PUZZLE DETAILS:
The players receive a printed page with the blank mirror gate circle and the riddle, along with a sheet of runes they can transcribe.
There are two ways to get each of the three parts of the circle completed: through narrative action or by transcribing the runes. A combination of the two can also be used.
Understanding the riddle, the players will correctly associate the three correct choices: Prime, Light, and Truth. The associated runes can either have the translate (medium) or speak (easy) narratives to find the correct runes and draw those into the circle, or they can perform different combat/narrative abilities for each (prime-call prime, imbue prime; light-light, conjure with phys rep; truth- insight, forecast) and the runes will magically appear in their correct place on the portal circle.

(Summary list of the sheet information provided to players, excluding pictures):
(Speak Tceril or translate) Let the memories of light carry me into realms beyond: through storms, through shadows, through strife. 빛의 기억이 저를 저 너머의 영역으로 데려가게 하십시오. 폭풍을 통해, 그림자를 통해, 투쟁을 통해.

Shock (drakeric-шок)
Fire (velysh-आग)
Ice (tceril- 빙)
Prime (drakeric- основной)
Tox (Tceril- 독성)
Light (Tceril- 빛)
Shadow (velysh- साया)
Truth (Velysh- सच)
Deceit (drakeric- обман)
Narrative Effects
Forecast (different rune options for the puzzle, hard): (for each guess that the check is passed, say whether or not the rune is part of the solution to the puzzle)
Inspect Aura (acolyte bedroom memory, medium): the memories are newer than the one you were in previously, and it’s easier to detect the sense of comfort and safe haven, away from the judgement and trials of dealing with others; you can see countless sleepless nights spent either worrying or studying; and a sense of prideful determination.
Inspect Magic (mirror gate circle, medium): the machinations of the circle are clearly sorcery, pulling its power from the maelstrom, but the circle itself hums faintly with the magic of the Astral.
Inspect Secret (mirror gate circle, hard): despite this being a fragment of memory, the circle itself appears functional. If it were to be activated, you think it could be used to enter back into the Astral proper.
Light (for the light rune puzzle, easy): (read narration for each rune correctly drawn/action performed)
Conjure (for light rune puzzle, easy): (read narration for each rune correctly drawn/action performed)
Insight (for truth rune puzzle, easy): (read narration for each rune correctly drawn/action performed)
Forecast (for truth rune puzzle, easy): (read narration for each rune correctly drawn/action performed)
Speak Tceril (mirror gate inscription, easy): you translate the inscription
Speak Tceril (select runes, easy): you translate some of the rune names
Speak Drakeric (select runes, easy): you translate some of the rune names
Speak Velysh (select runes, easy): you translate some of the rune names
Translate (mirror gate inscription, medium): you translate the inscription.
Translate (all the runes, medium): you translate the rune names.

4.1- Escape

Narrative
Stumbling out from the portal-like vortex, you find yourselves back in the field where you joined Asyam in their memories, only now you’re situated near a set of large stones etched with spiraling designs that outline a path which seems to lead to nowhere. The entire area as far as the eye can see is illuminated by the unnatural, contrasting yellow and purple lights emanating from the vortex. The native creatures of the Astral, the Shadowlings, the Skuthro, and several larger, unnameable things, flee as far away as they are physically able. It feels as though the Astral is shaking, almost coming apart around you, as even here, removed from the clash you’ve just escaped, you still feel the influence of the violence and destruction of these two entities meeting.

[AFTER NARRATIVES]: There’s a shudder, like an earthquake, and the group of etched stones begin to glow with the same unnatural light of the vortex and a swirl of energy starts to form. The vortex you fell through begins to expand at the same time and the shuddering of the ground beneath you intensifies.

[AS PLAYRES START TO MOVE TOWARDS THE MIRROR GATE]: As you run to the outcropping of stones, the further away they seem to become, the distance stretching and distorting with each step you take. When you finally stop, you see that you’ve not managed to make it any closer to the gate, despite your efforts.

[IF PLAYRES CHOOSE TO STAY IN THE ASTRAL/HAVE NO WAY OUT]: The pulsing lights of the vortex and the gate brighten as the shaking of the plane intensifies. The very world seems to fall out from under you and you’re left only with a confusing burning, suffocating sensation. All you feel is pain, and after it seems it could get no worse, you suddenly feel nothing at all. (ALL PLAYERS WHO HAVE NOT STARTED TO ESCAPE ARE LEFT TO THEIR FATE.)

[PLAYERS WHO USE FLY, CONJURE, PROPEL, BLINK, PUSH, PULL, HASTE, OR ARE CARRIED BY ANOTHER PLAYER USING THOS ABILITIES]: You begin to make progress towards the gate. As you get about halfway towards the gate, however, there’s another great shuddering as the pulsing lights of the vortex and the gate brighten. (ANNOUNCE: field slow.) As the lights begin to brighten, you feel it burning against your backs (ANNOUNCE: players within “reach” of the vortex "Field, 1 Hit" every "3-count" until you escape. If you are "Subdued" and would take this damage, you will be "Slain" as normal.)

[UPON REACHING THE GATE] You see a shimmering, semi-transparent door in front of you. On its surface is a familiar looking circular design; it’s the mirror gate circle from Asyam’s memories, except it’s missing the incantation that allowed it to work before.

[AFTER THE INCANTATION IS SAID] the circle on the door glows and the entire surface solidifies into a smooth looking surface, like blue glass.

[IF PLAYERS FAIL TO REMEMBER/FAIL INSPECT SECRET/FAIL "MEMORY CHECK"]: The searing light of the vortex burns not only your backs now, but your entire being as it consumes you all. The very world seems to fall out from under you and you’re left only with a confusing burning, suffocating sensation. All you feel is pain, and after it seems it could get no worse, you suddenly feel nothing at all. (ALL PLAYERS ARE LEFT TO THEIR FATE.)

[AS PLAYERS EXIT THE MIRROR GATE]: You dive through the shimmering mirror gate; everything fades to black and you hear the sound of breaking glass. After a moment of crushing, claustrophobic darkness, you feel a jolt and you’re suddenly aware of your body as you lay sprawled in the cabin you first hunted the Shadowlings in. The crackling breaking glass sound is louder now; you turn towards the source of the noise and see a small portion of the wall now appears like a broken glass pane, and through the cracked appearance you can see a blackened grassy field and bright bursts of yellow and purple light. As soon as you spot it, however, you hear the strangest sound, like glass breaking in reverse, as the wall returns to its original state. In a few moments it's as if the strange gate was no longer there.
Scene Notes
Set up an approximately 25 foot long stretch with the players at one end. On their end, a monster holds a light, representing the vortex they’ve just fallen out of. On the opposite end, a second monster holds a light, representing the mirror gate.

The party finds themselves back in the fields with a potential exit strategy, but when they move towards the gate, they cannot get any closer through normal means. Narrative actions fly and propel can be used, or the combat actions blink, push, pull, or haste. Creative uses of conjure (narrator’s discretion) can also be used and players can also carry each other. Notably, earth meld cannot work in this situation because this is not actually the ground- it’s the Astral. The party gets halfway before a modified “burning light” mechanic is in play due to the vortex they came out of. Once they reach the gate, it will require the incantation they just learned from Asyam’s memories before the party is able to escape through it. If none of the players remember it off the top of their head, no one has inspect secret and/or the inspect secret fails, allow each player, one at a time, to make a medium “memory check.” If they pass, tell them the incantation.
Narrative Effects
Commune Spirit (fleeing creatures, easy): FLEE!
Dispel (Asyam/Maysa’s influence, very hard): you get a sense of the magic at play and manage to start dispelling it, only to have it flare up sharply and overwhelm you. (player is Dissipated and suffers Overexposure)
Explore (information gathering on the gate/how to get to the gate, medium): you cannot seem to get to the gate via typical means of motion. Perhaps by magic, or by brute force, you can get yourselves over there without having to walk at all.
Forecast (leaving, easy): this action will likely have a favorable outcome.
Forecast (staying/fighting, easy): this action will likely have an unfavorable outcome.
Insight (Asyam, medium): Asyam seems intent on destroying Maysa, no matter what the cost.
Insight (Maysa, hard): Maysa seems intent on stopping the destruction.
Inspect Magic (Asyam/Maysa’s influence, easy): Astral and Maelstrom magical influences clashing.
Locate (an exit strategy, easy): since a portal brought you all bodily into the Astral, you’ll need a portal to get you all out. You find a similar energy signal to the portal that brought you all here emanating from the custer of etched stones.


Conjure (means of getting across, hard): you manage to conjure what you need and begin to make progress towards the gate.
Fly (to the gate, easy): you begin to fly above the ground and make progress towards the gate.
Propel (to the gate, medium): you leap over towards the gate and begin to make progress.

Inspect Secret (mirror gate, easy): this is a mirror gate, like the one you saw before. It needs the same incantation as in Asyam’s memories to work. “Let the memories of light carry me into realms beyond: through storms, through shadows, through strife.”

Inspect Magic (the wall where the gate was, hard): you get the faintest trace of lingering Astral magic, but it’s gone almost as soon as you detect it.
Inspect Secret (the wall where the gate was, automatic): there are no secrets to be found. It’s just a wall.
Locate (Maysa and/or Asyam, impossible): you are unable to get any trace on them.