Shadeweaver Part 2 - Shadow Games

A large snake, at least 12 feet long, bearing two heads and a nasty scar on the side of its neck slithers into the Tavern. "We trust you Jastreyans have noticed that the shadows stir."

Story Notes

TIMING: To be run after Cinematic: "Shadeweaver Part 1 - The Unquiet Night". Continuation of the Coven of the Mire arc. This is the battle with the first apprentice, The Shadeweaver. This is preferably run at night to allow the flashlight tag mechanic to work.

 

SHADOWS: While outside, and not exposed to IN PLAY light, the Shadows are "IMMUNE TO ALL DAMAGE". If IN PLAY light is brought within close range (~5 paces or so), this effect is nullified. While not exposed to IN PLAY light (see above) the Shadows may use "10-count, melee, SLAY".

Materials

4 Flashlights (Provided by Rob)
4 LED balls (Provided by Rob)
Reflective Sigils (Provided by Rob)
3 Cauldrons (Provided by Rob)
Black Tabards (preferably)

Monsters

Shadows  (Specter | Assassin)

Shadeweaver  (Hag | Shadowbinder) [Replace "Spell, Dazzle" with "Spell, Douse"]

1.1 - Seek the Shadows

Narrative
A large snake, at least 12 feet long, bearing two heads and a nasty scar on the side of its neck slithers into the Tavern. "We trust you Jastreyans have noticed that the shadows stir. One of the apprentices, Gwath the Shadeweaver, moves against you. Come, let us end this."

[IF ASCLEPIA VARIAN, PELLE, POPPY, OR REX ARE PRESENT:]
"The apprentice seeks Asclepia’s seat on the High Coven. As is our way, if she can kill Asclepia and take her power, the seat will be hers. In the end, it all comes down to blood."
Scene Notes
EGREGORE - RP NOTES:
[You are Egregore of the Coven of the Mire.]
[You refer to yourself collectively with We, Us, and Ours.]
[You are looking for the Daughter of Grometta.]
[You are overly-nice and polite to people’s faces.]
[You are condescending and snippy when you think people aren’t paying attention.]


Allow the players to use any Narratives they wish; when they are ready to follow Egregore, continue to the next scene.
Narrative Effects
Commune Spirit (Easy): The snake’s voice appears in your mind in addition to hearing it normally. You are not sure this was a good decision.
Commune Nature (Automatic): No effect, this is no kind of natural snake.
Dispel (Very Hard): The snake screams with a discordant cry while writhing wildly. It seems to fold in on itself continuously until it finally disappears. [THIS IS A FLAGGED PLAY! --- THIS ENDS THE ADVENTURE AND WILL HAVE FUTURE CONSEQUENCES.]
Insight (Automatic): The snake is truthful.
Inspect Aura (Medium): Impatience and frustration. Faint essence of Pit and Nether.
Inspect Evil (Medium): The snake is evil.
Inspect Magic (Medium): Conjuration and Illusion.
Inspect Nature (Snake - Easy): The snake is not natural.
Inspect Wound (Easy): The scar seems to indicate there was once a third head. Much time has passed since the injury.

1.2 - Tarkalsys Nursery Rhymes

Narrative
The Egregore begins leading you out of Jastrey. As it does so, it addresses the group. "The Shadeweaver is a powerful foe, but she does possess a weakness. Due to the rules of our coven, we cannot tell you the answer outright. However, since Grometta never finished The Bloodweaver’s training, we can give you a hint.

Twinkle twinkle little light,
Guide to danger full of fright.
Darkness flees from shining beams,
Nothing is quite as it seems.
Twinkle twinkle gem-hewn light,
Trap the soul to win the fight."

[HINT FOR PEOPLE FROM TARKALSYS IF SCENE STAGNATES]
You recall tales and nursery rhymes from your childhood of evil and angry souls in The Great Marsh that lure people to danger with lights.
Scene Notes
The answer to the riddle/rhyme is "Will o’Wisps". If players are having difficulty, ask if any are from Tarkalsys. Read the hint narration if there are. Once players give the answer "Will o’Wisps", continue to the next scene.

EGREGORE - RP NOTES:
[You are Egregore of the Coven of the Mire.]
[You refer to yourself collectively with We, Us, and Ours.]
[You are looking for the Daughter of Grometta.]
[You are overly-nice and polite to people’s faces.]
[You are condescending and snippy when you think people aren’t paying attention.]
Narrative Effects
Commune Spirit (Easy): The snake’s voice appears in your mind in addition to hearing it normally. You are not sure this was a good decision.
Commune Nature (Automatic): No effect, this is no kind of natural snake.
Dispel (Very Hard): The snake screams with a discordant cry while writhing wildly. It seems to fold in on itself continuously until it finally disappears. [THIS IS A FLAGGED PLAY! --- THIS ENDS THE ADVENTURE AND WILL HAVE FUTURE CONSEQUENCES.]
Insight (automatic): The snake is truthful.
Inspect Aura (Medium): Impatience and frustration. Faint essence of Pit and Nether.
Inspect Evil (Medium): The snake is evil.
Inspect Magic (Medium): Conjuration and Illusion.
Inspect Nature (Snake - Easy): The snake is not natural.
Inspect Wound (Easy): The scar seems to indicate there was once a third head. Much time has passed since the injury.

1.3 - Jastreyian in the Middle

Narrative
As you make your way deep into the night, the air around you becomes humid and oppressive. A sudden squelch of your feet in mud and a glance around reveals you have stumbled through a span and into some festering swamp. Faint lights can be seen dancing in the distance. Now if only you could catch these Will o’Wisps.
Scene Notes
ANNOUNCE: Players must hold a Will o’Wisp in their hand to "capture" it. This hand cannot be used to wield a weapon or shield, throw a packet, or make "Sign" triggers.

NOTE: If the player physically has an in play prop for a bottle or similar container, they may store the Will o'Wisp in it. Note that if stored in an opaque container, the Will o'Wisp DOES NOT SHED LIGHT. The narrator has final say in whether a prop is suitable or not.


Monsters will essentially play "monkey in the middle" with the small LED balls; throwing them GENTLY to each other. Monsters should hold onto the balls for no longer than a 10-count before throwing, preferably a 3-count.


When players have managed to catch the four Will o’Wisps, continue to the next scene.
Narrative Effects
Forecast (Catching more wisps | easy): More wisps, more favorable outcomes later.

1.4 - Gem-hewn Light

Narrative
Having captured some Will o’Wisps, you still need a way to focus their light. As you wonder what to do, you see a dark shape shift from the corner of your eye. The shadows leap in to attack!

[AFTER THE FIRST FEW WAVES]
For now, the shadows have abated. The sudden ambush from The Shadeweaver means that you are being watched, and what you seek may be nearby...
Scene Notes
COMBAT: Shadows.
SHADOWS: While outside, and not exposed to IN PLAY light, the Shadows are "IMMUNE TO ALL DAMAGE". If IN PLAY light is brought within close range (~5 paces or so), this effect is nullified. While not exposed to IN PLAY light (see above) the Shadows may use "10-count, melee, SLAY".


After a few waves, hold the monsters back and read the second narration. Allow players to use whatever narratives they wish to discover the cave. If the players exhaust all Narrative solutions, allow them to find the cave, but the effort of scouring the swamp afflicts them with "Cannot Counter Fatigue" for the remainder of the adventure; remind players that this also nullifies "Immune Fatigue"!


Once the players discover the cave, continue to the next scene.
Narrative Effects
Commune Earth (Easy): The stones tell you of a cave nearby with crystals growing within it.
Commune Nature (Easy): The spirits of nature tell you of a cave nearby with crystals growing within it.
Explore (Easy): You spot a cave that seems to have crystals growing within it.
Inspect Nature (Hard): By looking at the species of plants growing nearby and listening to the calls of animals, you think there is a cave nearby.
Inspect Magic (Medium): You feel faint Enchantment magic coming from somewhere in the distance.
Track (Very Hard): While the Shadows left no trail, you did notice during the fray where they seemed to come from. You spot a cave that seems to have crystals growing within it.

1.5 - Cave of Wonders

Narrative
As you approach a cave, you can see clusters of crystals growing from the walls, floor, and ceiling of the cave. The crystals have a vague luminescence, but as you approach, you see the shadows shift unnaturally before leaping from the walls to attack again!

[AFTER COMBAT]
As you move about the cave, one of the captured Will o’Wisps gets too close to a crystal and is sucked in! The crystal shines with a brilliant light causing the shadows to let loose an inhuman screech before retreating into the darkness. The riddle solved, all that remains is to find and confront The Shadeweaver.
Scene Notes
COMBAT: Shadows.
SHADOWS: While outside, and not exposed to IN PLAY light, the Shadows are "IMMUNE TO ALL DAMAGE". If IN PLAY light is brought within close range (~5 paces or so), this effect is nullified. While not exposed to IN PLAY light (see above) the Shadows may use "10-count, melee, SLAY".


After a few waves, hold the monsters back and read the second narration. Allow players to use whatever narratives they wish to discover the defiled area. If the players exhaust all Narrative solutions, allow them to find the defiled, but the effort of scouring the swamp afflicts them with "Cannot Counter Fatigue" for the remainder of the adventure; remind players that this also nullifies "Immune Fatigue"!
IF ALREADY AFFLICTED: This effect increases to "Always Fatigued" for the remainder of the adventure!


Once the players discover the cave, continue to the next scene.
Narrative Effects
Commune Earth (easy): The stones direct you towards an area being defiled by dark magic.
Commune Nature (easy): The plants and animals direct you towards an area being defiled by dark magic.
Inspect Magic (Crystals | easy): Enchantment.
Explore (Easy): After a bit of looking, you spot three trails of smoke in the distance.
Locate (Easy): You seem to be directed towards three trails of smoke in the distance.
Track (Medium): You manage to see where the dissipating shadows are slinking to. Follow them quickly!

1.6 - Toil and Trouble

Narrative
As you enter a clearing in the swamp, you see a lone figure standing on a hill. Three cauldrons are positioned around belching black smoke. Limbs and organs can be seen hanging out of the cauldrons and sticking over their rims. The lone figure, a female elf, grins wickedly as you approach.

[IF ASCLEPIA IS PRESENT]
"Grometta’s Daughter, so kind of you to come. It’s only a matter of time before I take your power for my own and assume my rightful place in the coven. But please, do struggle, it makes it ever so much more fun."


[DESTROYED SPAWN POINT]
As you knock over the cauldron, dumping its contents to stop the ritual, a huge plume of choking smoke erupts forth.

[RESTORED SPAWN POINT]
The Shadeweaver has managed to repair some of the damage you have caused. A cauldron has been restored!
Scene Notes
Place the three cauldron Spawn Points around the area.
When a Spawn Point is destroyed, read the “DESTROYED SPAWN POINT” narration and call "FIELD DAZZLE".
If a player is CLEARING the spawn point, the monster must perform a 10-COUNT before coming into play, unless 2+ players are actively clearing it.
Read the “RESTORED SPAWN POINT” narration if The Shadeweaver restores a spawn point with an uninterrupted 10-count. Even though the Shadeweaver is an EPIC, it may be interrupted when trying to restore a spawn point!


ANNOUNCE: DOUSE: A player hit with the "Douse" effect must extinguish any lights they have on their person for a 10-count.
ANNOUNCE: SHADOW SHRED: Shadows may be SLAIN by shining one of the Wisp Lights on them for an uninterrupted 3-count.
ANNOUNCE: ABANDONING THE FIELD: Players with "LIGHT", "CALL FIRE", or "CONJURE" may abandon the field of battle with an uninterrupted 10-count, after which they MUST return to the Tavern. Players with one of these abilities and "CARRY" may bring ONE player with them.
ANNOUNCE: CAULDRONS: The Cauldron Spawn Points may be cleared with an uninterrupted minute count using the "LIGHT", "CONJURE", "CALL FIRE", "COMMUNE SPIRIT", or "COMMUNE CORPSE" narratives. Shadows may still spawn if less than two players are actively clearing the spawn point.
ANNOUNCE: THE SHADEWEAVER IS AN EPIC MONSTER!
COMBAT: Shadeweaver (EPIC), Shadows
SHADOWS: While outside, and not exposed to IN PLAY light, the Shadows are "IMMUNE TO ALL DAMAGE". If IN PLAY light is brought within close range (~5 paces or so), this effect is nullified. While not exposed to IN PLAY light (see above) the Shadows may use "10-count, melee, SLAY".
DARKNESS COMES: Each refresh call "FIELD DOUSE".
Narrative Effects
Call Fire (automatic): Player may ABANDON THE FIELD or clear a spawn point with an uninterrupted minute count.
Commune Corpse (automatic): Player may clear a spawn point with an uninterrupted minute count.
Commune Spirit (automatic): Player may clear a spawn point with an uninterrupted minute count.
Conjure (automatic): Player may ABANDON THE FIELD or clear a spawn point with an uninterrupted minute count.
Light (automatic): Player may ABANDON THE FIELD or clear a spawn point with an uninterrupted minute count.

1.7 - Life's but a walking shadow

Narrative
The Shadeweaver, battered and bruised, lies helpless before you, her foul magical workings destroyed. "You do not understand what is happening here. Kill me now, and those hags in the coven will only grow stronger. Let me live, and I can help you. I know Lamia’s weaknesses. We can cut off the head of the snake together."

[IF ASCLEPIA IS PRESENT]
"They deceive you, daughter of Grometta. Lamia and Baelrin will only seek to draw off your power, they will never let you lead. We can overcome them, we can form our own coven."


[IF KILLED]
The Shadeweaver falls over dead. No magic left, no tricks, simply a corpse.
[IF ASCLEPIA IS PRESENT]
The egg shakes and swells, doubling in size.


[IF ALLOWED TO LIVE] "Thank you, Jastreyans. I must withdraw for now and regather my power, but when the time comes for you to face Lamia, you can count on my aid." Ashera the Shadeweaver makes a small hand gesture before seeming to melt into the shadows, disappearing from sight.
Scene Notes
SHADEWEAVER - RP NOTES:
[You are tired and know you are beaten]
[WHO ARE YOU?] "Gwath, Maiden Shadeweaver of The Coven of the Mire."
[COVEN?] "The Coven of the Mire. It is a group of witches and hags from near Goven."
[LAMIA?] "My teacher and the current High Shadeweaver of the coven. She and Baelrin control the coven’s focus and actions."
[BAELRIN?] "The current High Plagueweaver of the coven."
[MAIDEN PLAGUEWEAVER?] "Trozug."
[ASCLEPIA?] "She is the Maiden Bloodweaver, but the High Bloodweaver is dead. If she completes her training, she’ll claim the third seat of the High Coven. If one of the other Maidens can kill her, we gain the right to claim her seat. Clearly that was more difficult than anticipated."

EGREGORE - RP NOTES:
[You are Egregore of the Coven of the Mire.]
[You refer to yourself collectively with We, Us, and Ours.]
[You are looking for the Daughter of Grometta.]
[You are overly-nice and polite to people’s faces.]
[You are condescending and snippy when you think people aren’t paying attention.]
[TRIALS?] "In the end, it all comes down to blood. Are you Jastreyians not used to imposing your will?"
[ASCLEPIA?] "She continues to perform well. Grometta chose carefully, it would seem."


Allow RP to carry out until players make the decision to let the Shadeweaver LIVE or DIE. If killed, read the IF KILLED set of narrations. If allowed to live, read the IF ALLOWED TO LIVE narration.


This concludes the adventure.
Narrative Effects
Insight (Medium): The Shadeweaver is telling the truth, though it seems to pain her somewhat.