Shadow Mission

A strange letter is left on the Public Notice board outside the Shady Corner. It reads, "I have a job and it pays in ways you like most. I need something done quietly. Bring some..." With some squinting you can see the word "friends" scribbled out. "...associates you trust. They will be paid. Remember, keep your eye on the prize. I'll find you soon." It is signed, "The Last of Thirsife."

Story Notes

The party will be traveling to the Maze of Shadows, in the pit. Their objective is to steal Thirsife's Knife. The narrator will offer the players the illusion of choice on which direction to take, but the mod moves from scene to scene. Players may return to previous scenes to retrieve anything they missed.

Materials

Several Lengths of Rope

Cloak for Last of Thirsife

Small Sack (like a coin pouch)

Gold Coins (enough to make people greedy)

Silver Coins (5 per player)

Treasure Chest

Knife Phys Rep (the plainer the better)

2x Flashlight that aren't too bright (Red if possible)

Monsters

NPC Last of Thirsife

ALLx Fiends (Black Shuck Hound of the Ravening)

2x Blind Fiends (Black Shuck Hound of the Ravening)

ALLx Mimics (The Swarm Chain Bound)

1.1 - The Hook

Narrative
A strange letter is left on the Public Notice board outside the Shady Corner. It reads, "I have a job and it pays in ways you like most. I need something done quietly. Bring some..." With some squinting you can see the word "friends" scribbled out. "...associates you trust. They will be paid. Remember, keep your eye on the prize. I'll find you soon." It is signed, "The Last of Thirsife."

[AFTER EXAMINING THE LETTER:]
Seemingly appearing from nowhere, you notice a cloaked man, drinking from a tankard. Upon looking at his face you are perplexed and confused; he has the most unmemorable features. Nobody else in the tavern seems to notice him at all as he smirks and gestures for you to come closer.

[AFTER THE PARTY IS READY:]
"Very good," the Last of Thirsife says as he pulls out a small sack of coins. "Ahh, don't get too excited lads, this is so we get there quick." He speaks a strange incantation and shadows swarm around you, everything goes dark and quiet...
Scene Notes
LAST OF THIRSIFE - RP NOTES:
You are the Last of Thirsife.
You need the players to help you retrieve something.
With your help, of course.
[THIRSIFE?] Ah, how soon they forget; the Lord of Larceny? Ascendant Immortal of thievery and lawlessness?
[RETRIEVE?] Yes, you know where it is, it's just a matter of getting it.
[WHERE?] The Maze of Shadows, where else?
[WHAT?] An item that once belonged to my master.
[WHY CAN'T YOU GET IT?] Secronus isn't the only one who knows the power of secrets. A good thief knows the best way to keep a secret is to tell no one. While I know where it is, I don't know how to reach it.
[PAY?] Are you not familiar with Thirsife or the Maze of Shadows at all? What part of Immortal of thievery escapes you? Monstrous fiends lurk the innumerable, ever changing labyrinth, confounding all who enter. It is said that the riches hidden in the Maze of Shadows are beyond imagining...


Once the party is ready, read the final narration and continue to the next scene.
Narrative Effects
Consult (Thirsife; Impossible): There is no answer.
Consult (Tenaebrus; Automatic) {Should we go?} Yes. {Will it be Dangerous?} Yes.
Insight (Very Hard): He is genuine about his desire for the item and helping. Everything else you are not so sure.
Inspect Aura (Very Hard): PASS: Revenge. FAIL: There’s just a nothingness where the Last of Thirsife's aura would be.
Inspect Evil (Impossible): You can't determine anything about the Last of Thirsife.
Inspect Magic (Impossible): You don’t find any magic, or more accurately, you find nothing; you can sense nothing about the Last of Thirsife at all; it's as if they don't exist at all in regards to magic.

2.1 - The Gates of Shadows

Narrative
As your senses return to you, you see the cloaked man still holding the sack, however it is now empty. As he steps towards a large archway your gaze follows him; looking upon the open archway, utter blackness awaits on the other side, as if no light penetrates beyond the archway.
Scene Notes
LAST OF THIRSIFE - RP NOTES:
"Ah the pit, never get use to that smell."
"Anyway you lot ready to nab what we are after? Should be easy, I'm helping you after all."
"Here take this, It'll help you get out." [Offer then the now empty small sack.]
"Be careful not to use it until it's time for you to make an escape. Let me know when you are ready"
[WHERE?] This is the Maze of Shadows.


Once the players are ready, continue to the next scene.
Narrative Effects
Inspect Magic (Empty Bag; Automatic): While weak at the moment, the bag radiates conjuration magic.
Insight (Medium): He is telling the truth about the sack helping you get back.
Inspect Aura (Sack; Medium): Greed
Inspect Aura (Maze of Shadows; Automatic): An aura of mystery, anguish, and great and powerful greed.

2.2 - The Easy Way

Narrative
The Last of Thirsife raises his hands and makes a series of gestures towards the archway. As he does, the shadows recede from it, creating a vacuum effect; pulling you towards the archway.

[ONCE EVERYONE IS THROUGH:]
As each of you are pulled through the archway, any light you had is extinguished. You stand in absolute darkness.

[AFTER STUMBLING AROUND A BIT:]
As you stumble around, the shadows recede some and you find yourselves in a small chamber; two paths forward, and a sign on the wall.

[FOLLOWING THE LEFT PATH:]
Following the left path, it appears to be a dead end.
Scene Notes
Welcome to the maze of shadows; where space doesn't work as you expect, and trying to break through walls doesn't get you where you'd expect.


The left passage does nothing at the moment, it's for later in other content tied to this adventure.


Continue to the next scene once the party goes to the right.
Narrative Effects
Breach (Dead End; Impossible): As you strike the wall with all of your might you fall through it, ending up at the entrance of this room. The wall restored behind you as if you'd never damaged it.
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Secret (Dead End; Very Hard): There's something about this wall. You find a small inscription and a slot between two stone bricks.
Sabotage (Dead End, after Inspect Secret; Impossible): You hear a satisfying click and the sound of stone on stone as the wall slides aside. As you step through you are at the entrance of this room. The wall slides shut behind you.
Speak Opunin (Dead End Inscription, after Inspect Secret; Automatic): "Speak the word or pay the price to enter."
Translate (Dead End Inscription, after Inspect Secret; Easy): The inscription is written in Opunin, "Speak the word or pay the price to enter."
Speak Opunin (Sign; Automatic): "Left for the easiest path, but the toll must be paid in full. Right to fight and keep the treasure."
Translate (Sign; Easy): The sign is written in Opunin, "Left for the easiest path, but the toll must be paid in full. Right to fight and keep the treasure."

2.3 - We were here first!

Narrative
Stumbling through the shadows, you're unsure of where you are. They eventually thin out as you see the end of the corridor, coming upon an open chamber. There is a bonfire burning in the center of the room, and several people are gathered around it. Hearing your approach they seize weapons and rush to their feet, "We've got company! Get 'em boys, we ain't giving up our piece!"
Scene Notes
The strangers will attack immediately. Upon their death let the players use any narratives they wish. If they loot one of them, they find a jagged piece of obsidian.

STRANGERS - RP NOTES
They are in the Maze of Shadows.
The shadows that fill the corridors don't always lead back to where you came, making it easy to get lost.
They have been wandering around for mests.
[OBSIDIAN?] It is a piece of a key of some sort.
[KEY?] They do not know how many pieces there are
[WHO ARE YOU?] We're treasure hunters. Why else would anyone come here?
[WHO ARE YOU?] (IF CALLED OUT AFTER "INSIGHT") Immortals damn you- we're from the Theocracy- and what awaits you here is nothing compared to the judgement the Supreme Lawgiver will bring upon you!


When the party is ready, continue to the next scene.
Narrative Effects
Commune corpse (Easy): [See scene notes.]
Commune Spirit (Easy): [See scene notes.]
Explore (Impossible): As you wander into the shadows, you think about what the treasure hunters said... will you be able to find your way back? [Very Hard check; PASS: The player finds their way back to the group, FAIL: The player is LEFT TO THEIR FATE!]
Insight ("Treasure Hunters"; Hard): They are obviously hiding something.
Inspect Arms (Very Hard): FAIL: They seem well prepared, but their supplies are running low, they've obviously been here for several mests. PASS: Among their equipment you find a journal they've been using to try and keep track of the rooms within the Maze of Shadows; you're not sure which language it's in.
Inspect Aura (Impossible): There’s just a nothingness where the "treasure hunters'" aura would be.
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Evil ("Treasure Hunters"; Hard): The "treasure hunters" are evil, but in a more familiar way than the rest of the Maze of Shadows.
Inspect Magic (Impossible): You don’t find any magic, or more accurately, you find nothing; you can sense nothing about the "treasure hunters" at all; it's as if they don't exist at all in regards to magic.
Inspect Secret (Medium): They seem well prepared, but their supplies are running low, they've obviously been here for several mests. PASS: Among their equipment you find a journal they've been using to try and keep track of the rooms within the Maze of Shadows; you're not sure which language it's in.
Resurrect: [The "treasure hunters" will refuse.]
Speak Steric (Journal; Automatic): The journal outlines nearly a hundred rooms... it also mentions a a door that can't be opened except by proving yourself to the Lord of Larceny.
Translate (Journal; Easy): The journal is written in Steric and outlines nearly a hundred rooms... it also mentions a a door that can't be opened except by proving yourself to the Lord of Larceny.

2.4 - The False Treasure

Narrative
As you press forward, the shadows give way and you are standing in a room filled with treasure! Coins, gems, decorative blades and more shine and glitter before your eyes, but all pale in comparison to the ornate chest that sits upon a pedestal. There are several passages leading out of the treasure filled room.

[IF THE EPIC MIMIC IS SLAIN:]
As the ornate chest moves its last, it spills its contents over the other treasure in the room; among the gold, gems, and other valuables, you find a jagged piece of obsidian.
Scene Notes
The chest is an mimic, if someone opens the chest and reaches in, they are hit with "4 Hits" and "Maim" as the mimic bites down on them!

OPTIONAL COMBAT: Chest Mimic (EPIC), Mimics


Players may choose to steal the treasure. Players who do so MUST wear a glow necklace and gain GOLD EQUAL TO THEIR LEVEL.*
ANNOUNCE: Any player who took gold suffers the following: Monsters treat you as "Killing Blow Active"!
*Approved by owner, Brian LaFever, 7/18/19.


If the players kill the epic mimic, read the final narration.
Narrative Effects
Breach (Chest; Impossible): As you attempt to destroy the ornate chest, it suddenly opens and attempts to bite your arm off! ["2 Hits", "Maim"]
Explore (Impossible): As you wander into the shadows, you think about what the treasure hunters said... will you be able to find your way back? [Very Hard check; PASS: The player finds their way back to the group, FAIL: The player is LEFT TO THEIR FATE!]
Inspect Aura (Automatic): Greed
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Secret (Very Hard): There's something not quite right here... you begin noticing that several items in the room aren't quite right: the ornate chest has no visible hinges, a gem that doesn't catch the light how you'd expect, the decorative sword that, while ornate, otherwise appears in an absolutely generic style...
Sabotage (Chest; Automatic): The chest is unlocked.

2.5 - Traps, Smacks, and Fiends

Narrative
As you continue through the shadows, they give way to reveal a corridor. Statues line either side of the hallway, and at the far end you see another large stone door. Even in the lingering shadows, you feel as though you're being watched.

[IF A PLAYER TOUCHES THE ROPE/FAILED SABOTAGE/FAILED BREACH:]
The statues that line the walls fire poisonous darts!

[IF A PLAYER BREACHES THE STATUE:]
As the statue cracks and crumbles, it reveals a fiend inside!

[ATTEMPTING TO BREACH THE DOOR:]
As you try to break down the stone door, the statues in the hall begin to crack and crumble, revealing fiends inside!
Scene Notes
Have the monsters line up in two rows facing each other. They should slowly turn to always be facing the players. Give the ropes to several statue pairs to hold at different heights.


If any of the players touch the ropes, or FAIL at a 'Sabotage" or "Breach" attempt, read the second narration.
DARTS: "Field 2 Tox", "Field Bleed"


If players successfully "Breach" a statue, read the third narration. Only the freed fiend(s) will participate in combat. Once combat begins move any remaining ropes to chest height. If a player touches the ropes, call the DART effects!
OPTIONAL COMBAT: Fiend(s)
LIMITED: No respawns.


If players successfully "Sabotage" the rope holding statues, have the sabotaged statue drop their end of the rope.


If players attempt to "Breach" the door, any statues that have not been "Breached" will burst open, freeing the fiends inside! Read the final narration.
COMBAT: Fiend(s)
LIMITED: No respawns.


If the players do not have "Breach", attempting to open the door in any fashion will cause the same result as attempting to "Breach" it. Once all the fiends are slain, the door will open.
Narrative Effects
Breach (Statues; Medium): [See scene notes]
Breach (Door; hard): [See scene notes]
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Secret (Statues; Hard): The Statues are grotesque in appearance, but looking into their mouths reveals a dart trap!
Sabotage (Statues; Hard): [See scene notes]

2.6 - The Blind Fiends

Narrative
Continuing through the impenetrable shadows that exist between rooms, they gradually give way to another chamber. Two massive fiends with incredibly large ears and no eyes seem to be searching for something. They have yet to see you, but as you stand in the doorway, you see someone else appear in another; not a fiend, but a person, likely another treasure hunter seeking the treasures of the maze. Suddenly, they vanish.

[ONCE THE VANISHED "TREASURE HUNTER" IS "SEEN":]
Anyone who is able to see through the stranger's concealment watches as they make their way across the room; to anyone else, you see nothing but the two massive fiends walking around. The fiends suddenly perk up as the treasure hunter crosses the floor ahead of them; the fiends suddenly disappear, appearing practically on top of the unsuspecting stranger. Anyone who was unable to see through their concealment now suddenly sees the stranger again, as the two fiends brutally rend and tear them apart... resuming their search of the room, leaving the gruesome remains where they fell.
Scene Notes
Have a monster off to the side acting as the "Treasure Hunter". Players with "Seek" may choose to use it on the "Treasure Hunter" once they "Vanish". The "Treasure Hunter" should cautiously make their way into the room, but will cross the fiend's field of vision at one point without stopping, when this happens, read the second narration, then continue. The slain "Treasure Hunter" should remain where they fell (they can move it combat breaks out for safety).


The fiends cannot see the players; but they can hear them. Give each fiend a light (if available). Whenever a player is within their field of "vision", so long as they are quiet and do not move, the fiends will not "see" them. If the players make some quiet noise while outside the fiends' filed of "vision", the fiends should turn to "look"; but will return to what they were doing if the players remain "unseen". If the players make loud noise, move while within the fiends' field of "vision", or attack the fiends, they will be "seen"! Once announced, the fiends will likely immediately "Blink" to the origin of the sounds and destroy it; if the rest of the party stays out of the way and quiet, they will not be drawn into the combat!


OPTIONAL ANNOUNCE: The Blind Fiends are EPIC MONSTERS!
OPTIONAL COMBAT: Blind Fiends
UNSEEING, ALL HEARING: The two large fiends have "Rage, Seek (Free)", even if it is not on their card.
Narrative Effects
Explore (Impossible): As you wander into the shadows, you think about what the treasure hunters said... will you be able to find your way back? [Very Hard check; PASS: The player finds their way back to the group, FAIL: The player is LEFT TO THEIR FATE!]
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Arms (Very Hard): FAIL: They seem well prepared, but their supplies are running low, they've obviously been here for several mests. PASS: Among their equipment you find a jagged piece of obsidian.
Inspect Aura (Impossible): There’s just a nothingness where the "treasure hunters'" aura would be.
Inspect Evil (Automatic): Being in the pit, the entire maze of Shadows is permeated by an evil aura.
Inspect Evil ("Treasure Hunter"; Hard): The "treasure hunter" is evil, but in a more familiar way than the rest of the Maze of Shadows.
Inspect Magic (Impossible): You don’t find any magic, or more accurately, you find nothing; you can sense nothing about the "treasure hunters" at all; it's as if they don't exist at all in regards to magic.
Inspect Secret (Medium): They seem well prepared, but their supplies are running low, they've obviously been here for several mests. PASS: Among their equipment you find a jagged piece of obsidian.
Resurrect: [The "treasure hunter" will refuse.]

3.1 - The Key and The Monster (NON SEQUENTIAL)

Narrative
As you push through the shadows the key fragments begin to hum. You feel the shadows react to them, whipping around you, almost pushing you in one direction. As you finally escape the impenetrable darkness, you enter a large chamber, the floor covered in a light fog of shadow. In the center of the room, a magnificent set of scales; each arm of the scale sags down as if missing its fulcrum. Upon a walls is a massive mural.

[EXAMINING THE MURAL:]
The mural at first seems almost completely black, but as you look you can see all kinds of things lurking in the darkness; things that should not exist, that cannot exist. The ever changing images are hard to discern, but in the background of the mural is one continuous form; an impossibly long, multi-legged creature, somewhat like a centipede.

[ONCE THE KEY IS AFFIXED:]
The scales' arms lift, pans swinging and balancing; and as they do they, they fling shadows from the floor to the ceiling and walls; darkness falls upon you all...
Scene Notes
This scene does not occur until the players find all three key fragments; at which point it will run the next time they leave a room.


The players will need to place the fragments of the key in the fulcrum of the scales; once they do, read final narration and move to next scene.
Narrative Effects
Breach (Impossible): Striking a mighty blow, it is completely unphased by your attempt.
Dispel (Impossible): You can't even begin to comprehend how to undo this.
Inspect Aura (Mural; Impossible): "You believe that your companions have abandoned you. You're not even certain they ever existed in the first place. You cannot see or hear them for the remainder of the scene." (You may not target your allies with any effects!)
Inspect Magic (Mural; Automatic): There is definitely magic at work here, but you can't begin to comprehend it.
Inspect Secret (Mural; Very Hard): As disconcerting as it is to examine a mural that seems to continuously move while you're doing so, you realize something; it's not a mural. It's as if you were looking through a window but only seeing what lied beyond as if it were a window pane; there is no depth to it.

2.8 The Many Legged Horror

Narrative
The shadows wash over you, and you can neither see nor hear anything. Once your senses return, the room is dark; the scales have disappeared. The Mural is no longer shifting scenes, and what more, It seems the strange centipede is gone. You hear an otherworldly chittering and wailing from overhead, and as you look up you see it. The enormous centipede drops from the ceiling!

[AFTER 2ND REFRESH:]
The Many Legged Horror disappears into the shadows reforming itself!

[WHEN THE MANY LEGGED HORROR FALLS:]
The Many Legged Horror seems to dissipate into the shadows around you. You hear a grinding sound as the scales rise up out of the shadows, a dagger of simple design rests in one of the pans.
Scene Notes
All monsters will form up in a line and act as a single, serpentine monster. Prompt the monsters with their special rules, below.

ANNOUNCE: Players are afflicted with the flaw "Always Dazzled"; "Adapt Darkness" may negate this effect! "Light" may NOT negate this effect!
ANNOUNCE: Each monster is part of the singular Many Legged Horror!
ANNOUNCE: The Head of the many Legged Horror is an EPIC MONSTER!
COMBAT: Head of the many Legged Horror (EPIC), Many Legged Horrors
SEGMENTED: Each segment besides the "Head" is a NON-EPIC monster. If a segment is SUBDUED and it would cause a gap, the other segments will break off as a separate entity!
BASE DAMAGE (>>NARRATOR DISCRETION!<<) - High-level epic monsters may be allowed to call "2 Hits" with normal attacks at no cost in Spirit.


After the 2nd refresh, if not slain, read the 2nd narration and allow the non-epic segments to respawn behind the head; then call Play On!


When the many Legged Horror would fall, read the final narration. When someone picks up the dagger, continue to the next scene.
Narrative Effects
Inspect Arms (Dagger; Automatic): It's a dagger of simple design.
Inspect Aura (Dagger; Very Easy): PASS: At first you can sense nothing about the dagger, it's as if it has never had an impression left on it; as a sudden sense of death comes upon you, you pull away just in time! [SUBDUED] FAIL: At first you can sense nothing about the dagger, it's as if it has never had an impression left on it; suddenly you're overcome by such a sharp sense of death that you experience the aura yourself! [SLAIN]
Inspect Magic (Dagger; Impossible): You don’t find any magic, or more accurately, you find nothing; you can sense nothing about the dagger at all; it's as if they don't exist at all in regards to magic.

3.1 Treasures Unknown

Narrative
A familiar voice seems to emanate from the shadows that fill the room, "very good, you handled that all very well. Now, if you'll give me my master's dagger, I believe that concludes our business."

[ACCEPT:]
As you hold out the dagger, the Last of Thirsife appears before you and takes it from your hand; genuinely smiling at the dagger. "I thank you, adventurers. To escape this place, simply fill the sack I gave you with coins. Then say 'Shadows of the void, doorways through darkness, take me back from whence I came, Tenaubrus commands it.'" With that, he vanishes.

[REFUSE:]
After your refusal, you stand in the darkness, alone for several moments... Suddenly the cloaked form of the Last of Tenaebrus appears behind [PLAYER], a dagger in their back as he leans forward; taking the dagger from their hand as it goes limp, whispering, "we had an arrangement. Nobody goes back on me." Turning his attention to the rest of you as [PLAYER] collapses to the floor, their body dissipating as it falls into the fog of shadow. "As for the rest of you; to escape this place, simply fill the sack I gave you with coins. Then say 'Shadows of the void, doorways through darkness, take me back from whence I came, Tenaubrus commands it.'" With that, he vanishes.

[FILLING THE SACK WITH COINS AND RECITING THE INCANTATION:]
As soon as you speak the last word of the incantation, shadows swarm around you, everything goes dark and quiet... As your senses return to you, you are standing outside the Shady Corner, and it seems the sack is not completely empty.
Scene Notes
If the player wielding the dagger refuses to hand it over, verify that it is their intention. Read the REFUSE narration; they are immediately LEFT TO THEIR FATE.


Players must place all the coins they gained in the treasure room into the sack in order for the incantation to work; if anyone attempts to shortchange it, verify their intention; they will be left behind (and subsequently LEFT TO THEIR FATE, barring extreme circumstances, such as a Divine Intervention).


Once back in Jastrey, the players may find 5 Silver apiece in the sack.


This ends the content.


NOTE: If someone fills the sack with GOLD EQUAL TO THEIR LEVEL, and speaks the incantation, it will return them to the exterior of the Maze of Shadows. This may be relevant to other content tied to this adventure.
Narrative Effects
Consult (Tenaebrus; Automatic): Our business is concluded.
Inspect Magic (Empty Bag; Automatic): While weak at the moment, the bag radiates conjuration magic.
Insight (Medium): He is telling the truth about the sack helping you get back.
Inspect Aura (Sack; Medium): Greed
Locate (Last of Thirsife/Tenaebrus/The Dagger; Very Hard): The astral.