The adventure ahead

Campaign Overview

Moonfall: The Umbral Eclipse

You are a Guardian of the Lunar Concord, a champion of light in a world threatened by the Umbral Court. The moon princess has been kidnapped, and an eternal eclipse looms. Journey from the silver city of Silvercourt through the Ashen Wilds to the Umbral Depths, defeat the Shrouds, and confront Queen Nyxara. A level 10 one-shot for a single player.

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Player Handout

Player Handout

Setup: You are a Guardian of the Lunar Concord, a sworn protector of the moon princess and the light. The princess has been kidnapped by the Umbral Court, a shadowy organization led by Queen Nyxara, the Devouring Dark. An eternal eclipse threatens to consume the world.

Tone: Heroic, magical, and slightly dark. You are a beacon of hope in a world of shadows. Expect dramatic battles, mysterious magic, and a race against time.

Starting Hook: You are summoned to the Grand Hall of Silvercourt by Lady Seren, the princess's aunt. She tells you that Princess Lumina was taken from her chambers last night. The only clue is a trail of shadow leading to the Moonwell Glade. You must find her before the eclipse begins.

Playable Module
Levels 10 11 Sessions 1 session of 4-6 hours, or 2 sessions of 3 hours.

Moonfall: The Umbral Eclipse

Behind the screen

This module is a level 10 one-shot for a single player, designed to be played in one 4-6 hour session or two 3-hour sessions. The player takes on the role of a Guardian of the Lunar Concord, tasked with rescuing Princess Lumina from Queen Nyxara and her Umbral Court. The adventure is divided into three acts across three regions: the Silvercourt Reach (Act I), the Ashen Wilds (Act II), and the Umbral Depths (Act III).

Each act contains three key locations, each with a scene that advances the main story. The player will face three lieutenants (the Shrouds of Ash, Mirrors, and Echoes) before confronting Queen Nyxara herself. The module includes side quests, factions, and NPCs to enrich the experience. The tone is heroic fantasy with a dark, magical girl anime inspiration. The player should start at level 10 and end at level 11.

Adventure Hooks

Hook 01

The Stolen Moon

Lady Seren, acting ruler of Silvercourt, summons you to the Grand Hall. Princess Lumina has been kidnapped by the Umbral Court, and an eternal eclipse looms. You are the city's last hope.

Hook 02

The Corrupted Moonwell

The Moonwell Glade, source of Silvercourt's lunar magic, is poisoned. Thalia the Hermit believes the Moonstone at the bottom of the pool can purify it and reveal the princess's location.

Hook 03

The Veiled Bargain

Vex the Merchant at the Night Bazaar knows the location of the Shadowed Gate and the password to enter the Umbral Depths. Information has a price, and Vex is afraid of Queen Nyxara.

Act Structure

Act I: The Shadow Over Silvercourt

Recommended level: 10

The adventure begins in Silvercourt, where Princess Lumina has been kidnapped by the Umbral Court. The player must investigate the city, purify the Moonwell, and gather information from the Veiled Market to find the path to the Umbral Depths.

Objectives

  • Investigate the princess's kidnapping in Silvercourt.
  • Retrieve the Moonstone from the Moonwell Glade.
  • Buy information about the Shadowed Gate from the Night Bazaar.

The Fall of the Silver Star

The Grand Hall of Silvercourt

Read aloud

You stand in the Grand Hall of Silvercourt, its silver spires gleaming under the light of the moon. Lady Seren, her face pale with worry, approaches you. 'Guardian, the princess has been taken! The Moonwell is corrupted, and a dark eclipse approaches. You must find her before it is too late.'

Running this scene

Lady Seren explains that Princess Lumina was kidnapped from her chambers last night. The only clue is a trail of shadow leading to the Moonwell Glade. She asks the player to investigate. The city is on edge, and Captain Theron suspects the Veiled Market. The player can question NPCs, search the princess's chambers, or head to the Moonwell Glade.

Checks
  • DC 12 Investigation to find a shadowy residue in the princess's chambers.
  • DC 14 Persuasion to convince Captain Theron to share his suspicions about the Veiled Market.
  • DC 10 Insight to notice Lady Seren is hiding something (she knows the princess has a secret power).
Clues
  • The kidnapper left a trail of ash and shadow.
  • A symbol of the Umbral Court was found in the princess's room.
  • The Moonwell Glade is the source of the city's lunar magic and may hold answers.
Where next
  • The trail leads to the Moonwell Glade.
  • Captain Theron suggests asking the Veiled Market for information.

The Moonwell's Tears

The Moonwell Glade, a clearing with a glowing pool

Read aloud

The Moonwell Glade is a serene clearing, but the pool at its center is dark and murky. An old woman, Thalia, stands by the water, her hands raised in prayer. 'The Moonwell is dying,' she says. 'The Umbral Court has poisoned it. You must retrieve the Moonstone from the bottom of the pool before it is too late.'

Running this scene

Thalia explains that the Moonstone is a powerful artifact that can purify the Moonwell. However, the pool is guarded by a shadow creature sent by the Umbral Court. The player must dive into the pool, fight the creature, and retrieve the Moonstone. Thalia can provide a potion of water breathing.

Checks
  • DC 15 Athletics to dive deep into the pool.
  • DC 14 Perception to spot the Moonstone in the murky water.
  • DC 13 Arcana to understand the corruption and how to purify it.
Clues
  • The shadow creature is a minion of the Shroud of Mirrors.
  • The Moonstone is key to restoring the Moonwell and locating the princess.
  • Thalia reveals that the princess is being held in the Obsidian Spire.
Where next
  • With the Moonstone, the player can purify the Moonwell and gain a vision of the princess's location.
  • Thalia suggests seeking the Veiled Market for more information.

The Veiled Market

The Night Bazaar, a hidden camp of tents and stalls

Read aloud

The Night Bazaar appears as if from nowhere, a maze of tents and stalls lit by flickering lanterns. Vex the Merchant sits behind a counter, their face hidden. 'Ah, a Guardian. You seek the Shadowed Gate, yes? Information has a price.'

Running this scene

Vex will trade information for a magic item or a favor. They know the location of the Shadowed Gate and the password to enter the Umbral Depths. They also warn that the Shroud of Ash is hunting the player. The player can negotiate, intimidate, or pay.

Checks
  • DC 15 Persuasion to haggle down the price.
  • DC 14 Intimidation to threaten Vex (risky, may turn the Veiled Market hostile).
  • DC 13 Insight to realize Vex is afraid of the Umbral Court.
Clues
  • The Shadowed Gate is hidden in the Ashen Wilds.
  • The password to enter is 'Eclipse'.
Where next
  • The player must travel through the Ashen Wilds to find the Shadowed Gate.
  • Vex mentions that the Shroud of Ash guards the way.

Milestone: The player learns the location of the Shadowed Gate and gains the Moonstone, reaching level 11 at the end of the act.

Act II: The Hunt for the Shrouds

Recommended level: 10-11

The player must track down and defeat the three Shrouds to claim the sigils needed to open the Shadowed Gate. Each Shroud guards a sigil and a piece of the puzzle. The player will face fire, illusion, and sound in the Ashen Wilds.

Objectives

  • Defeat the Shroud of Ash and claim the Ember Sigil.
  • Defeat the Shroud of Mirrors and claim the Mirror Sigil.
  • Defeat the Shroud of Echoes and claim the Echo Sigil.

The Shroud of Ash

The Ashen Grove, a burnt forest

Read aloud

The Ashen Grove is a charred wasteland, the trees blackened and smoking. Kestrel the Ranger meets you, his eyes burning with hatred. 'The Shroud of Ash is here. He burned my village. Help me kill him, and I will guide you to the Shadowed Gate.'

Running this scene

The Shroud of Ash is a powerful pyromancer. He has set traps and has a gang of bandits. The player can sneak up, fight directly, or use the environment. Kestrel will fight alongside the player. The Ember Sigil is on the Shroud's body.

Checks
  • DC 14 Stealth to sneak past the bandits.
  • DC 15 Perception to spot the fire traps.
  • DC 16 Arcana to counter the Shroud's fire magic.
Clues
  • The Ember Sigil is one of four sigils needed to unlock the Obsidian Spire.
  • The Shroud of Ash was once a member of the Lunar Concord.
Where next
  • With the Ember Sigil, the player can proceed to the Mirror Lake.
  • Kestrel suggests seeking the Oracle at Mirror Lake for help against the Shroud of Mirrors.

The Shroud of Mirrors

The Mirror Lake, a still lake reflecting the sky

Read aloud

The Mirror Lake is perfectly still, reflecting the sky like glass. Oracle Mira, blind but seeing, stands at the shore. 'The Shroud of Mirrors hides in the reflections. You must see through her lies to defeat her.'

Running this scene

The Shroud of Mirrors uses illusions to confuse. She creates duplicates of herself and the player's allies. The player must use true seeing or clever tactics to find the real one. Mira can provide a potion of true seeing. The Mirror Sigil is hidden in the lake.

Checks
  • DC 16 Perception to spot the real Shroud among the illusions.
  • DC 15 Investigation to find the Mirror Sigil in the lake.
  • DC 14 Arcana to dispel the illusions.
Clues
  • The Mirror Sigil is one of the four sigils.
  • The Shroud of Mirrors was once a spy for the Lunar Concord.
Where next
  • With the Mirror Sigil, the player can proceed to the Echoing Caves.
  • Mira warns that the Shroud of Echoes is the most dangerous of the three.

The Shroud of Echoes

The Echoing Caves, a labyrinth of tunnels

Read aloud

The Echoing Caves are dark and filled with strange whispers. Bram the Miner, trembling, leads you through. 'The Shroud of Echoes is here. He took my friends. Please, help them.'

Running this scene

The Shroud of Echoes uses sound to attack and hide. He has cultists guarding the miners. The player must navigate the caves, avoid sonic traps, and defeat the Shroud. The Echo Sigil is in his possession.

Checks
  • DC 15 Stealth to avoid alerting the cultists.
  • DC 14 Perception to find the trapped miners.
  • DC 16 Constitution to resist the sonic attacks.
Clues
  • The Echo Sigil is the third sigil.
  • The Shroud of Echoes was a bard who lost his voice.
Where next
  • With the Echo Sigil, the player can proceed to the Shadowed Gate.
  • Bram mentions that the fourth sigil is at the Shadowed Gate itself.

Milestone: The player collects all three sigils and learns the location of the Shadowed Gate, reaching level 11 at the end of the act.

Act III: The Heart of Darkness

Recommended level: 11

The player enters the Umbral Depths, rescues Princess Lumina from the Obsidian Spire, and confronts Queen Nyxara in the Throne of Night. The final battle will determine the fate of the world.

Objectives

  • Open the Shadowed Gate and enter the Umbral Depths.
  • Rescue Princess Lumina from the Obsidian Spire.
  • Defeat or redeem Queen Nyxara and destroy the Eclipse Engine.

The Gate of Shadows

The Shadowed Gate, a massive black archway

Read aloud

The Shadowed Gate looms before you, a massive arch of black stone. Guardian Selene stands before it, her silver armor dulled. 'You have the three sigils. The fourth is the key. Speak the password, and the gate will open.'

Running this scene

Selene explains that the fourth sigil is the password 'Eclipse'. She will help the player fight off the gate's guardians. Once the gate is open, the player enters the Umbral Depths. Selene cannot go further; she must guard the gate.

Checks
  • DC 15 Arcana to activate the sigils.
  • DC 14 Persuasion to convince Selene to help.
  • DC 16 Perception to spot the ambush by the Umbral Court.
Clues
  • The Obsidian Spire is the heart of the Umbral Depths.
  • Queen Nyxara is preparing the Eclipse Engine.
Where next
  • The player enters the Umbral Depths and heads to the Obsidian Spire.
  • Selene gives the player a potion of healing.

The Spire's Heart

The Obsidian Spire, a dark tower

Read aloud

The Obsidian Spire is a towering black structure, its halls filled with shadows. You find Princess Lumina in a cell, weak but alive. 'You came,' she whispers. 'Nyxara is in the Throne of Night. We must stop her.'

Running this scene

The player must navigate the spire, avoiding or fighting cultists and dark knights. Princess Lumina is weak but can provide magical support. She knows the way to the Throne of Night. The player can rest and prepare before the final battle.

Checks
  • DC 15 Stealth to sneak past the guards.
  • DC 14 Investigation to find the princess's cell.
  • DC 13 Medicine to heal the princess.
Clues
  • Queen Nyxara's true name is Nyxara, and she was once a guardian.
  • The Eclipse Engine is in the Throne of Night.
Where next
  • With the princess rescued, the player can proceed to the Throne of Night.
  • Lumina reveals that Nyxara can be redeemed if her true name is spoken.

The Final Eclipse

The Throne of Night, a dark throne room

Read aloud

The Throne of Night is a vast chamber of black stone, lit by a dying red sun. Queen Nyxara sits on her throne, her eyes like voids. 'You are too late, Guardian. The eclipse is eternal.' Princess Lumina steps forward. 'No, Nyxara. Your darkness ends now.'

Running this scene

This is the final battle. Queen Nyxara uses shadow magic and the Eclipse Engine. The player and Princess Lumina must work together. If the player speaks Nyxara's true name and shows her compassion, she can be redeemed. Otherwise, they must destroy her. The Eclipse Engine can be destroyed to weaken her.

Checks
  • DC 18 Persuasion to redeem Nyxara.
  • DC 16 Arcana to disable the Eclipse Engine.
  • DC 15 Athletics to dodge the shadow attacks.
Clues
  • Nyxara's true name is Selene, the same as the guardian at the gate (a coincidence? or a clue).
  • The Eclipse Engine is powered by the moon princess's light.
Where next
  • With Nyxara defeated or redeemed, the eclipse ends and light returns to the world.
  • The campaign ends.

Milestone: The player defeats Queen Nyxara, restores the light, and reaches level 11 (or ends the campaign at level 11).

Monsters & Enemies

Villain Plans

Queen Nyxara, the Devouring Dark Character Sheet

BBEG

Motivation

Nyxara was once a guardian of the moon who was cast into the void. She seeks to consume all light and remake the world in her image, believing that darkness is the only truth.

Personality

Cold, regal, and utterly convinced of her righteousness. She speaks in a soft, hypnotic voice and rarely shows anger, preferring to let her minions do the dirty work.

Resources

  • The Umbral Court
  • The Obsidian Spire
  • Shadow magic
  • The Four Shrouds
  • The Eclipse Engine

Battle Plan

Nyxara begins by summoning shadows and using her Eclipse Engine to weaken the player. She uses mind-affecting magic to turn the player's allies against them. If reduced to half hit points, she retreats into the shadows and heals, then returns with reinforcements. She fights to the death if cornered.

Defeat or Redemption

She can be destroyed, her essence scattered into the void. Alternatively, if the player discovers her true name and the tragedy of her fall, they can redeem her, restoring her to her former self as a guardian of the moon.

Shroud of Ash Character Sheet

Lieutenant

Motivation

Ash was a pyromancer who burned his own village. He seeks to prove his worth to Nyxara by burning the Lunar Concord to the ground.

Personality

Hot-tempered, cruel, and enjoys causing pain. He taunts his enemies and laughs at their suffering.

Resources

  • Fire magic
  • Bandit gang
  • The Ashen Grove
  • Ember Sigil

Battle Plan

Ash starts by setting the battlefield on fire, using area-of-effect fire spells. He summons fire elementals and uses hit-and-run tactics. He flees if reduced to 10 hit points, but will fight to the death if cornered.

Defeat or Redemption

He can be killed, his fire extinguished forever. There is no redemption for him; he is too far gone.

Shroud of Mirrors Character Sheet

Lieutenant

Motivation

Mirrors was a spy who betrayed the Lunar Concord. She seeks to shatter the Concord's trust and sow chaos.

Personality

Deceptive, charming, and always wears a mask. She speaks in riddles and half-truths.

Resources

  • Illusion magic
  • Spies
  • The Mirror Lake
  • Mirror Sigil

Battle Plan

Mirrors uses illusions to confuse and misdirect. She creates duplicates of herself and the player's allies. She prefers to let her minions fight while she attacks from range. She flees if her illusions are broken.

Defeat or Redemption

She can be killed, her mirrors shattered. If the player can show her the truth of her betrayal, she might be redeemed, but it is unlikely.

Shroud of Echoes Character Sheet

Lieutenant

Motivation

Echoes was a bard who lost his voice. He seeks to silence the world and make everyone feel his pain.

Personality

Quiet, brooding, and speaks in whispers. He uses sound to manipulate and destroy.

Resources

  • Sound magic
  • Cultists
  • The Echoing Caves
  • Echo Sigil

Battle Plan

Echoes uses sonic attacks and deafening blasts. He hides in the echoes of the caves, making it hard to pinpoint him. He uses hit-and-run tactics and tries to separate the player from their allies.

Defeat or Redemption

He can be killed, his voice silenced forever. He might be redeemed if the player helps him find a new purpose, but he is consumed by bitterness.

Running Notes

Recommended party: One player character of 10th level, with a sidekick or NPC ally to balance action economy. A mix of martial and magical abilities is ideal. The sidekick can be a warrior, expert, or spellcaster from the SRD sidekick rules.

Session Zero

This module is a heroic fantasy with dark themes of loss, corruption, and redemption. It includes kidnapping, mind control, and the threat of eternal darkness. Before play, discuss boundaries with the player. The single player should be comfortable with intense combat and moral choices. The sidekick is an NPC ally; decide together who controls them. Use safety tools like the X-card. The tone is dramatic but hopeful, inspired by magical girl anime.

Scaling Guidance

Adjust the number of minions and the villain's hit points. For a single player without a sidekick, reduce all minion quantities by half and lower villain hit points by 20. For a party of three or more, add one extra minion per encounter and increase villain hit points by 20. The XP budgets assume two level 10 characters; scale accordingly.

DM Advice

Pace the three acts across 4-6 hours. Act I is investigation and exploration; Act II is three boss fights with exploration between; Act III is a dungeon crawl and final battle. Seed clues early: the diary, Theron's betrayal, Thalia's locket. Keep pressure on with the eclipse countdown. Villains should taunt and retreat, not just stand and fight. Use the side quests to add depth. The final battle has multiple solutions; reward creativity.

Failure States

  • If the player fails to retrieve the Moonstone, the Moonwell remains corrupted, and the city's magic weakens. The princess's location is never revealed, and the Umbral Court's eclipse begins early, plunging Silvercourt into darkness.
  • If the player fails to defeat a Shroud, that Shroud escapes with their sigil. The Shadowed Gate cannot be opened, and the player must find an alternate route through the Umbral Depths, facing tougher encounters and losing the element of surprise.
  • If the player fails to rescue Princess Lumina, the Eclipse Engine drains her completely. Queen Nyxara becomes invincible, and the world is consumed by eternal night. The campaign ends in darkness.

Secrets & Clues

  • The princess's chambers contain a hidden diary revealing her power to restore the Moon Sigil.
  • Captain Theron is secretly a member of the Umbral Court, feeding information to the Shroud of Mirrors.
  • The Moonwell is connected to the princess's life force; if it dies, she weakens.
  • The Shroud of Ash was once a member of the Lunar Concord named Kael.
  • The Shroud of Mirrors is Thalia's lost daughter, corrupted as a child.
  • The Shroud of Echoes was a bard who lost his voice in a magical accident.
  • Queen Nyxara's true name is Selene, and she was once a guardian of the moon.
  • The Eclipse Engine is powered by the moon princess's light; destroying it weakens Nyxara.

Appendix

Downtime

Moonwell Meditation

You sit by a moonwell and attune to its lunar magic, seeking visions or peace.

Requirements: Access to a moonwell (Moonwell Glade or Silvercourt's moonwell).

Rewards: You gain 10 temporary hit points and a cryptic vision of the princess's location.

Time: 1 hour

Location: The Moonwell Glade is the most powerful site; Silvercourt's moonwell is weaker.

A DC 13 Wisdom (Insight) check reveals one true clue about the Umbral Court. If the moonwell is corrupted, the meditation deals 1d6 psychic damage instead.

Bazaar Bargaining

You haggle with the merchants of the Night Bazaar for information or discounts.

Requirements: At least 50 gp and a willingness to deal with shady folk.

Rewards: You reduce the price of one item by 20% or gain a useful rumor.

Time: 1 hour

Location: The Night Bazaar appears only at night in a hidden cove.

A DC 15 Charisma (Persuasion) check improves the discount to 30%. Vex may ask for a favor instead of gold.

Crypt Research

You study the archives of the Lunar Concord in Silvercourt, researching the sigils and the Umbral Court.

Requirements: Access to Silvercourt's archives and a successful DC 14 Intelligence (Arcana) check.

Rewards: You gain advantage on your next Arcana check related to the sigils or the Eclipse Engine.

Time: 4 hours

Location: Silvercourt's Grand Hall contains a hidden archive.

The research reveals the legend of the four sigils and the true name of Queen Nyxara (Selene). A failed check wastes the time.

Rumors

  • The princess was taken by a shadow with no face.
  • Captain Theron was seen near the princess's chambers the night she vanished.
  • The Night Bazaar sells a potion that lets you see through lies.
  • The Moonwell's water turns black when the moon is eclipsed.
  • A hermit in the glade knows the princess's secret.

Random Events

  • A patrol of city guards stops you for questioning.
  • A shadow flickers at the edge of your vision, then vanishes.
  • A merchant offers you a 'genuine' moonstone for 10 gp.
  • A child runs up and gives you a flower, then runs away.
  • The sky darkens for a moment, and a cold wind blows.

Treasure Parcels

  • A silver locket with a portrait of a young woman (worth 25 gp).
  • A potion of healing in a cracked vial.
  • A map of the Ashen Wilds with a hidden path marked.
  • A pouch of 50 gp and three black pearls.
  • A scroll of misty step in a bone tube.

Spare Names

  • Elara, a barmaid in Silvercourt.
  • Orin, a one-eyed smuggler at the Night Bazaar.
  • Mira, a young acolyte of the Lunar Concord.
  • Kael, a name whispered by the Shroud of Ash.
  • Selene, a guardian of the Shadowed Gate.

Starting Location

The Silvercourt Reach

The Silvercourt Reach is a coastal region of silver cliffs and moonlit beaches. At its heart lies Silvercourt, a city of silver spires and ancient magic. The city is the seat of the Lunar Concord, and its people are devoted to the moon princess. To the north, the Moonwell Glade is a sacred grove where the moon's power is strongest. To the south, the Night Bazaar appears in hidden coves, a place of shadowy deals and whispered secrets. The region is beautiful but tense, as the Umbral Court's influence grows.

Secrets

  • The Moonwell is connected to the moon princess's life force; if it dies, she weakens.
  • A hidden tunnel beneath Silvercourt leads directly to the Moonwell Glade.
  • The Night Bazaar is built on the ruins of an ancient Umbral Court temple.

Key Locations

The Night Bazaar

The Night Bazaar is a hidden camp that appears in a secluded cove south of Silvercourt. It is a maze of tents and stalls lit by flickering lanterns, where merchants, smugglers, and information brokers ply their trade. The air smells of spices and salt. The Veiled Market runs the bazaar, and their leader, Vex, holds court in a central tent. The bazaar is neutral ground, but danger lurks in every shadow.

Additional Notes

The bazaar appears only at night and vanishes at dawn. Vex will trade information for a price. The player can also buy potions and magic items here.

Silvercourt

Silvercourt is a magnificent city of silver spires and moonlit gardens, built on a cliff overlooking the sea. Its buildings are made of pale stone and red brick, with steep tiled roofs and pointed windows. The Grand Hall stands at the center, a cathedral of silver and glass. The streets are clean and orderly, patrolled by the city guard. The people are devoted to the Lunar Concord, and the moon princess is beloved. However, beneath the surface, there is fear and suspicion, as the Umbral Court's spies are rumored to be everywhere.

Additional Notes

Silvercourt is the starting point. The player can explore the Grand Hall, the market district, the barracks, and the temple. The city is well-defended, but the Umbral Court has infiltrated it.

The Moonwell Glade

The Moonwell Glade is a sacred grove hidden in a forest north of Silvercourt. At its center is a pool of shimmering water, the Moonwell, which glows with lunar magic. The glade is surrounded by ancient trees and silver flowers. It is a place of peace and power, but now the pool is dark and murky, corrupted by the Umbral Court. The air is thick with shadow, and the usual serene atmosphere is replaced by a sense of dread.

Additional Notes

The glade is guarded by a shadow creature sent by the Shroud of Mirrors. Thalia the Hermit lives here and can aid the player.

The Ashen Wilds

The Ashen Wilds is a vast forest region scarred by fire and shadow. Once a lush woodland, it was burned by the Shroud of Ash and is now a place of blackened trees and smoldering embers. The Ashen Grove is the heart of the destruction, where the Shroud of Ash makes his lair. To the east, the Mirror Lake reflects the sky like glass, hiding the illusions of the Shroud of Mirrors. To the west, the Echoing Caves echo with whispers and screams, home to the Shroud of Echoes. The region is dangerous, but it holds the three sigils needed to open the Shadowed Gate.

Secrets

  • The Ashen Wilds were once the site of a great battle between the Lunar Concord and the Umbral Court.
  • The three sigils are hidden in the lairs of the three Shrouds.
  • A hidden path through the forest leads directly to the Shadowed Gate, bypassing the Shrouds.

Key Locations

The Ashen Grove

The Ashen Grove is a charred forest clearing, the trees blackened and still smoking. The ground is covered in ash, and the air is hot and acrid. In the center stands a ruined stone altar, now used by the Shroud of Ash as a focus for his fire magic. The grove is patrolled by bandits and fire elementals. The Ember Sigil is hidden in the altar.

Additional Notes

The Shroud of Ash is here with his bandit gang. Kestrel the Ranger will guide the player and fight alongside them.

The Mirror Lake

The Mirror Lake is a perfectly still body of water in the middle of a marsh. Its surface reflects the sky like a mirror, but the reflections are not always true. The Shroud of Mirrors uses the lake to create illusions and hide her lair. The area is surrounded by reeds and mist, and the air is thick with magic. The Mirror Sigil is hidden at the bottom of the lake.

Additional Notes

The Shroud of Mirrors is here with her spies. Oracle Mira lives in a hut by the lake and can provide a potion of true seeing.

The Echoing Caves

The Echoing Caves are a labyrinth of tunnels and caverns in the mountains. The walls are damp and covered in glowing fungi. Every sound echoes endlessly, making it hard to tell where danger lurks. The Shroud of Echoes uses the acoustics to his advantage, hiding and attacking from the shadows. The Echo Sigil is in his possession, and he holds captured miners in the depths.

Additional Notes

The Shroud of Echoes is here with his cultists. Bram the Miner can guide the player through the tunnels.

The Umbral Depths

The Umbral Depths is a dark, infernal realm beneath the world, accessible only through the Shadowed Gate. It is a place of eternal night, lit by a dying red sun. The landscape is barren and rocky, with rivers of lava and spires of black obsidian. At its heart stands the Obsidian Spire, Queen Nyxara's fortress. Beyond it lies the Throne of Night, where the Eclipse Engine is preparing to consume the world. The air is thick with shadow and despair.

Secrets

  • The Umbral Depths are a reflection of the world above, twisted by Nyxara's magic.
  • The Eclipse Engine is powered by the moon princess's light, and destroying it will weaken Nyxara.
  • Queen Nyxara's true name is Selene, and she was once a guardian of the moon.

Key Locations

The Shadowed Gate

The Shadowed Gate is a massive arch of black stone, standing alone in a rocky wasteland. It is the only entrance to the Umbral Depths. The gate is guarded by dark knights and shadow creatures. To open it, the player must place the three sigils in the recesses and speak the password 'Eclipse'. Guardian Selene stands before the gate, the last of her order, ready to help.

Additional Notes

The gate is heavily guarded. The player must fight or sneak past the guards. Selene will aid in the fight.

The Obsidian Spire

The Obsidian Spire is a towering black fortress, its walls smooth and reflective like glass. It is the seat of Queen Nyxara's power and the heart of the Umbral Court. Inside, the halls are dark and twisting, filled with cultists and dark knights. Princess Lumina is held in a cell at the top of the spire. The Eclipse Engine is in the Throne of Night, beyond the spire.

Additional Notes

The spire is heavily guarded. The player must navigate the halls, avoid traps, and rescue the princess. Princess Lumina can provide magical support once freed.

The Throne of Night

The Throne of Night is a vast chamber of black stone, at the very heart of the Umbral Depths. A dying red sun hangs in the sky, casting everything in a bloody glow. In the center sits a throne of obsidian, and behind it, the Eclipse Engine, a massive machine of shadow and light. Queen Nyxara sits on the throne, waiting. This is the final battleground.

Additional Notes

The final battle takes place here. The player and Princess Lumina must work together to defeat or redeem Nyxara. The Eclipse Engine can be destroyed to weaken her.

Monsters & Enemies

Villain Plans

Queen Nyxara, the Devouring Dark Character Sheet

BBEG

Motivation

Nyxara was once a guardian of the moon who was cast into the void. She seeks to consume all light and remake the world in her image, believing that darkness is the only truth.

Personality

Cold, regal, and utterly convinced of her righteousness. She speaks in a soft, hypnotic voice and rarely shows anger, preferring to let her minions do the dirty work.

Resources

  • The Umbral Court
  • The Obsidian Spire
  • Shadow magic
  • The Four Shrouds
  • The Eclipse Engine

Battle Plan

Nyxara begins by summoning shadows and using her Eclipse Engine to weaken the player. She uses mind-affecting magic to turn the player's allies against them. If reduced to half hit points, she retreats into the shadows and heals, then returns with reinforcements. She fights to the death if cornered.

Defeat or Redemption

She can be destroyed, her essence scattered into the void. Alternatively, if the player discovers her true name and the tragedy of her fall, they can redeem her, restoring her to her former self as a guardian of the moon.

Shroud of Ash Character Sheet

Lieutenant

Motivation

Ash was a pyromancer who burned his own village. He seeks to prove his worth to Nyxara by burning the Lunar Concord to the ground.

Personality

Hot-tempered, cruel, and enjoys causing pain. He taunts his enemies and laughs at their suffering.

Resources

  • Fire magic
  • Bandit gang
  • The Ashen Grove
  • Ember Sigil

Battle Plan

Ash starts by setting the battlefield on fire, using area-of-effect fire spells. He summons fire elementals and uses hit-and-run tactics. He flees if reduced to 10 hit points, but will fight to the death if cornered.

Defeat or Redemption

He can be killed, his fire extinguished forever. There is no redemption for him; he is too far gone.

Shroud of Mirrors Character Sheet

Lieutenant

Motivation

Mirrors was a spy who betrayed the Lunar Concord. She seeks to shatter the Concord's trust and sow chaos.

Personality

Deceptive, charming, and always wears a mask. She speaks in riddles and half-truths.

Resources

  • Illusion magic
  • Spies
  • The Mirror Lake
  • Mirror Sigil

Battle Plan

Mirrors uses illusions to confuse and misdirect. She creates duplicates of herself and the player's allies. She prefers to let her minions fight while she attacks from range. She flees if her illusions are broken.

Defeat or Redemption

She can be killed, her mirrors shattered. If the player can show her the truth of her betrayal, she might be redeemed, but it is unlikely.

Shroud of Echoes Character Sheet

Lieutenant

Motivation

Echoes was a bard who lost his voice. He seeks to silence the world and make everyone feel his pain.

Personality

Quiet, brooding, and speaks in whispers. He uses sound to manipulate and destroy.

Resources

  • Sound magic
  • Cultists
  • The Echoing Caves
  • Echo Sigil

Battle Plan

Echoes uses sonic attacks and deafening blasts. He hides in the echoes of the caves, making it hard to pinpoint him. He uses hit-and-run tactics and tries to separate the player from their allies.

Defeat or Redemption

He can be killed, his voice silenced forever. He might be redeemed if the player helps him find a new purpose, but he is consumed by bitterness.

NPCs in The Silvercourt Reach

Captain Theron

Open Character Sheet

Theron is a grizzled veteran with a scar over one eye. He commands the city guard and is loyal to the Concord.

Role: Captain of the Guard

Other Details: He suspects the Veiled Market is involved in the princess's disappearance. He will fight alongside the player if needed.

Lady Seren of Silvercourt

Lady Seren is a tall, elegant woman with silver hair and sad eyes. She is the acting ruler of Silvercourt in the princess's absence.

Role: Noble and quest giver

Other Details: She is the princess's aunt and is deeply worried. She knows the Umbral Court has spies in the city but doesn't know who.

June the Apothecary

June is a cheerful young woman with a knack for potions. She runs a small shop in Silvercourt.

Role: Apothecary and healer

Other Details: She is secretly a member of the Veiled Market, passing information to them. She can provide healing potions and rumors.

Thalia the Hermit

Thalia is an old woman who lives by the Moonwell. She is wise in the ways of the moon.

Role: Hermit and healer

Other Details: She knows the location of the Moonstone and will give it to the player if they prove themselves. She is a former priestess of the Concord.

Vex the Merchant

Vex is a slender figure in dark robes, face hidden behind a veil. They speak in a soft, sibilant voice.

Role: Merchant and information broker

Other Details: Vex knows the location of the Shadowed Gate and will sell the information for a price. They have no loyalty to anyone.

NPCs in The Ashen Wilds

Kestrel the Ranger

Open Character Sheet

Kestrel is a lean, weathered man in leather armor. He knows the Ashen Wilds like the back of his hand.

Role: Ranger and guide

Other Details: He lost his family to the Shroud of Ash and seeks revenge. He will guide the player to the Ashen Grove.

Oracle Mira

Mira is a blind woman with milky eyes. She sees the future in the waters of Mirror Lake.

Role: Oracle

Other Details: She knows the Shroud of Mirrors' weakness: true seeing. She will help the player if they bring her a rare herb.

Bram the Miner

Bram is a stout man covered in soot. He was captured by the Shroud of Echoes and barely escaped.

Role: Miner and survivor

Other Details: He knows the layout of the Echoing Caves and the location of the Echo Sigil. He is terrified of the Shroud.

NPCs in The Umbral Depths

Guardian Selene

Open Character Sheet

Selene is a warrior in silver armor, bearing the crescent moon symbol. She guards the Shadowed Gate.

Role: Guardian of the Gate

Other Details: She is the last guardian of the gate and will help the player open it if they prove their worth. She knows the password to enter the Umbral Depths.

Princess Lumina

Lumina is a young woman with silver hair and a gentle face. She is the moon princess, held captive by Queen Nyxara.

Role: Princess and captive

Other Details: She possesses the power to restore the Moon Sigil. She is weak from captivity but will aid the player with her magic once freed.

Factions

The Lunar Concord

The Lunar Concord is an ancient order of moon-worshipers, knights, and scholars who guard the light of the moon and protect the realm from the Umbral Court. They are based in Silvercourt, a city of silver spires and moonlit gardens. Their members include priests, knights, and sages who study the lunar cycles and the magic of the moonwells.

Goals

To protect the moon princess, maintain the lunar wards, and push back the Umbral Court's influence. They seek to restore the shattered Moon Sigil and bring back the light.

Relationships

With Other Factions
Allied with the Veiled Market in a tense trade agreement. Hostile to the Umbral Court, whom they seek to destroy.
With Players
Friendly. They welcome the player as a Guardian and offer aid, shelter, and information.

The Umbral Court

The Umbral Court is a shadowy organization dedicated to Queen Nyxara, the Devouring Dark. They seek to extinguish all light and plunge the world into eternal night. Their agents are cultists, bandits, and dark knights who operate from the Obsidian Spire in the Umbral Depths.

Goals

To kidnap the moon princess, corrupt the moonwells, and unleash the eternal eclipse. They believe that darkness is the true state of the world.

Relationships

With Other Factions
Hostile to the Lunar Concord. They tolerate the Veiled Market as long as it serves their needs.
With Players
Hostile. They attack the player on sight, seeing them as a threat to their plans.

The Veiled Market

The Veiled Market is a traveling bazaar of merchants, smugglers, and information brokers who operate in the shadows. They have no allegiance to light or dark, only to profit. They can be found at the Night Bazaar, a camp that appears where it is least expected.

Goals

To profit from the conflict between the Lunar Concord and the Umbral Court. They sell information, rare goods, and magical items to the highest bidder.

Relationships

With Other Factions
Neutral to both. They trade with anyone who pays.
With Players
Neutral. They will deal with the player as with any customer, but may be persuaded to help for a price.

Main Questline

The Princess's Shadow

Given by: Lady Seren of Silvercourt
Princess Lumina has been kidnapped from her sealed chambers. Lady Seren asks you to investigate the Grand Hall, follow the trail of shadow to the Moonwell Glade, and retrieve the Moonstone to purify the corrupted pool. The Moonstone reveals a vision of the princess trapped in the Obsidian Spire.

Goals

- Investigate the princess's chambers in Silvercourt.
- Travel to the Moonwell Glade and retrieve the Moonstone.
- Purify the Moonwell and learn the princess's location.

Reward

**Moonstone of the Glade** (uncommon magic item) and the favor of Lady Seren, who will open the city vault for you.

Secrets

  • The princess's chambers contain a hidden diary revealing her power to restore the Moon Sigil.
  • Captain Theron is secretly feeding information to the Shroud of Mirrors.
  • The Moonwell is connected to the princess's life force; if it dies, she weakens.

DM Notes

This quest sets the stakes and introduces the Umbral Court. Use Lady Seren's worry and Captain Theron's suspicion to create tension. The Moonstone is the first magic item and a key to the next act.

The Three Sigils

Given by: Kestrel the Ranger
To open the Shadowed Gate, you need three sigils held by the Shrouds of Ash, Mirrors, and Echoes. Kestrel guides you through the Ashen Wilds to the Ashen Grove, where the Shroud of Ash lairs. From there, you must defeat the Shroud of Mirrors at Mirror Lake and the Shroud of Echoes in the Echoing Caves. Each Shroud guards a sigil and a piece of the puzzle.

Goals

- Defeat the Shroud of Ash and claim the Ember Sigil.
- Break the illusions of the Shroud of Mirrors and claim the Mirror Sigil.
- Silence the Shroud of Echoes and claim the Echo Sigil.

Reward

**Ember Sigil**, **Mirror Sigil**, and **Echo Sigil** (rare magic items), plus the gratitude of the freed miners and the Oracle.

Secrets

  • The Shroud of Ash was once a member of the Lunar Concord named Kael.
  • The Shroud of Mirrors is Thalia's lost daughter, corrupted as a child.
  • The Shroud of Echoes was a bard who lost his voice in a magical accident.

DM Notes

This quest is the heart of Act II. Each Shroud has a unique battlefield and tactics. The sigils are needed for the gate. Kestrel, Oracle Mira, and Bram the Miner provide guidance and side quests.

The Eclipse Engine

Given by: Princess Lumina
With the three sigils, you open the Shadowed Gate and enter the Umbral Depths. You must rescue Princess Lumina from the Obsidian Spire, then confront Queen Nyxara in the Throne of Night. The Eclipse Engine is draining the princess's light to fuel an eternal eclipse. Destroy the Engine or redeem Nyxara to save the world.

Goals

- Open the Shadowed Gate with the three sigils and the password 'Eclipse'.
- Rescue Princess Lumina from the Obsidian Spire.
- Defeat or redeem Queen Nyxara and destroy the Eclipse Engine.

Reward

**Crown of the Moon Princess** (legendary magic item) and the restoration of the Moon Sigil.

Secrets

  • Queen Nyxara's true name is Selene, and she was once a guardian of the moon.
  • The Eclipse Engine is powered by the moon princess's light; destroying it weakens Nyxara.
  • A hidden passage in the Obsidian Spire leads directly to the Throne of Night.

DM Notes

This quest is the climax. The final battle has multiple paths: destroy Nyxara, redeem her by speaking her true name, or disable the Eclipse Engine. Princess Lumina provides magical support. Use the environment and the Engine's tethers to create dynamic combat.

Side Quests in The Silvercourt Reach

Silvercourt's Lost Children

Given by: Lady Seren of Silvercourt
Lady Seren asks the player to find three children who went missing from Silvercourt's market district. They were last seen near the old sewers. The player must investigate the sewers, fight off a nest of giant rats, and discover that the children were taken by a cultist of the Umbral Court for a sacrifice. The player can rescue the children and return them to their families.

Goals

Find the missing children, defeat the cultist, and return the children safely.

Reward

A potion of greater healing and a favor from Lady Seren (she will provide a magic item from the city's vault).

Secrets

  • The cultist was a former guard captain who was corrupted by the Shroud of Mirrors.
  • The children were being held in a hidden shrine to Nyxara.

DM Notes

This quest can be run during Act I. It foreshadows the Umbral Court's presence in the city. The cultist has a map to the Moonwell Glade.

Side Quests in The Ashen Wilds

The Hermit's Regret

Given by: Thalia the Hermit
Thalia asks the player to retrieve a locket she lost in the Moonwell Glade years ago. The locket contains a picture of her daughter, who was taken by the Umbral Court. The player must search the glade, find the locket in a hidden grotto, and fight a shadow creature guarding it. Returning the locket gives Thalia peace and she rewards the player with a magic item.

Goals

Find the locket in the Moonwell Glade and return it to Thalia.

Reward

A moonstone amulet that grants resistance to necrotic damage.

Secrets

  • Thalia's daughter is actually the Shroud of Mirrors, who was corrupted as a child.
  • The locket contains a clue to the Shroud's true identity.

DM Notes

This quest can be run during Act I or II. It adds emotional depth to the Shroud of Mirrors and can be used to redeem her.

Side Quests in The Umbral Depths

The Veiled Ledger

Given by: Vex the Merchant
Vex asks the player to steal a ledger from the Obsidian Spire that contains the names of all Umbral Court spies in the Lunar Concord. The player must infiltrate the spire, find the ledger in Nyxara's study, and escape. The ledger reveals that a high-ranking member of the Concord is a traitor.

Goals

Steal the ledger from the Obsidian Spire and return it to Vex.

Reward

A cloak of elvenkind and Vex's gratitude (they will provide a discount on future purchases).

Secrets

  • The traitor is Captain Theron, who has been feeding information to the Umbral Court.
  • The ledger also contains the true name of Queen Nyxara.

DM Notes

This quest can be run during Act III. It provides a moral dilemma: expose the traitor or use the information for leverage.

Character Quests for Ysolde Quill, the Moonwell Scholar

The Moonwell's True Name

Thalia taught Ysolde that every moonwell answers to a true name spoken in the old tongue, lost when the Concord burned its own archives. At the Moonwell Glade, Ysolde can wade the pool, read the drowned inscriptions on the rim, and descend into the grotto behind the waterfall where the naming stone lies beneath the shadow demon's watch. Speaking the name over the water makes the corruption recoil, the pool clears, and Thalia weeps for the first time in years.

Starting point

Read the drowned inscriptions on the pool's rim and decode the old-tongue syllables using Ysolde's forty years of chart-memory.

Choice

Decode the inscriptions slowly and safely, or dive immediately before the eclipse tide erases the final glyph.

Careful study earns a partial translation that makes the grotto encounter survivable; a rushed dive risks the glyph dissolving into the murk.
Mechanical Rewards
  • Vigil of the Named Well (reroll one failed save/long rest vs. necrotic or shadow magic)
  • The naming stone as a spellcasting focus that adds +1 to divination spell attack rolls
  • Thalia's grimoire, containing two lunar spells of the player's choice to copy for half cost
Narrative Rewards
  • Thalia's blessing and the hereditary vigil of the Moonwell Glade
  • The Concord's formal apology for dismissing her research
  • A vision revealing the princess's location and the Shroud of Mirrors' true identity

The Burned Archive

The Concord burned its own lunar archives decades ago, and Ysolde believes fragments survived in the Sunken Ossuary beneath Silvercourt, where the drowned dead of the old archive-scribes were laid. She must recover three surviving folios from the flooded crypt before the Bonewretch Crawlers and the Gravebound Warden destroy the last records of the moonwell network.

Starting point

Locate the archive-scribes' burial alcove in the Sunken Ossuary using Ysolde's Moonwell Chart-Memory.

Choice

Bargain with the restless dead of the scribes (they remember their work) or fight through the Bonewretch Crawlers.

Bargaining earns the dead scribes' help and a fragment of the network map; fighting disturbs more graves and hardens the warden.
Mechanical Rewards
  • Concord's Warding Blessing (+2 AC vs. undead/shadow) or Moonwell Sense (locate nearest moonwell 1/day)
  • Two new divination spells added to her spellbook free of cost
  • A permanent +1 bonus to Intelligence checks recalling lunar lore
Narrative Rewards
  • Vindication before the Concord's ruling circle
  • The freed scribe's testimony that the moonwells were once one living network
  • A lead on the Shadowed Gate's fourth sigil

The Sister in the Silver

Ysolde discovers that the Shroud of Mirrors is Thalia's corrupted daughter—and that the woman in the locket was once Ysolde's childhood friend at the Concord's academy, before the mirrors took her. Ysolde must decide whether to destroy her, redeem her with the locket and the true name, or bargain with her for the Moon Sigil fragment.

Starting point

Recover the Locket of the Lost Daughter from the Moonwell Grotto and identify the portrait.

Choice

Tell Thalia the truth about her daughter immediately, or wait until Ysolde has a plan to redeem her.

Immediate truth breaks Thalia's heart but earns her full cooperation; delay preserves hope but risks Thalia learning it from an enemy.
Mechanical Rewards
  • True seeing 1/day (redemption path) or mirror image 1/day with a reflection flaw (destruction path)
  • The Mirror Sigil without a fight (redemption path)
  • Scrying 1/long rest without a slot (shard path)
Narrative Rewards
  • Thalia's peace and the full truth of the glade's corruption
  • An ally inside the Umbral Court's confidence
  • The knowledge that the mirrors were made from a shattered moonwell's glass

Character Quests for Halvard Crane, the Marsh Lantern

The Oracle's Fading Sight

Oracle Mira's visions are killing her: each prophecy burns a little more of her sight, and the Umbral Court has been feeding her questions through poisoned dreams to speed the process. Halvard must gather the silvermarsh moonpetal that grows only in the deepest reeds of Mirror Lake, brew it into a tincture at Mira's own hearth, and keep her alive through the night while the Shroud of Mirrors sends mirrorlings to finish the job.

Starting point

Wade the deepest reeds at moonrise to harvest the moonpetal, evading mirrorlings that wear the faces of the drowned.

Choice

Harvest quickly and risk a damaged petal, or slowly and risk Mira's dreams worsening.

A damaged petal makes the brewing harder; delay lets the poison advance.
Alternative

Brew the tincture at Mira's hearth while defending her through the night.

Mirrorlings strike in waves, wearing the faces of Halvard's old congregation.
Alternative

Decide whether to give Mira the tincture fully or ration it to spare her pain.

The full dose restores her sight; the rationed dose saves her life but dulls her gift.
Mechanical Rewards
  • If brewed true: Mira grants a true reading, giving Halvard Advantage on his first ability check and saving throw in each remaining act
  • If brewed false: Halvard gains the prophecy of his own death, granting him +2 to all saving throws against fear and charm effects, but a lingering dread penalty on death saving throws
Narrative Rewards
  • Mira's true sight of the road ahead reveals the Shroud of Mirrors' location and one secret of the Umbral Court
  • Halvard becomes the keeper of Mira's final words if she falls blind, a weight he carries into the Umbral Depths

The Last Congregation

The fever that emptied Halvard's crypt congregation was no natural plague: the Umbral Court poisoned the cliff crypts to silence the old families whose bloodlines anchor the lunar wards of the Silvercourt Reach. Halvard discovers that three of the dead were buried with moonstone grave-beads that still hold warding light, and that a Bonewretch Crawler nest in the Sunken Ossuary has been gnawing at the ward-anchors.

Starting point

Descend into the Sunken Ossuary and recover the three moonstone grave-beads from the flooded graves of the families he once served.

Choice

Bless and reclaim the beads for the wards, or leave them in peace with the dead he tended.

Taking the beads disturbs graves he personally consecrated; leaving them means the wards stay weak.
Mechanical Rewards
  • Restored ward: resistance to necrotic damage
  • Renewed blood-oath: Halvard's Twilight Sanctuary additionally ends one poisoned or diseased condition on allies each round
Narrative Rewards
  • Halvard learns his congregation's deaths were ordered personally by the Shroud of Mirrors as payment for Theron's betrayal
  • The descendant gives Halvard a ledger page listing Umbral agents in the Reach

The Lantern's First Flame

The Everburning Lantern was lit from the Moonwell's flame by Halvard's mentor, the crypt-priestess Aldra Crane, who vanished into the Umbral Depths forty years ago chasing rumors of a guardian who fell from the moon. The lantern's silver corona has begun to gutter since the eclipse began, and it whispers in Aldra's voice when Halvard sleeps.

Starting point

Follow the lantern's whispers through the Echoing Caves, where sound carries Aldra's voice further, to find the record of her last expedition.

Choice

Trust the whispers as his mentor's voice, or treat them as an Umbral lure.

The whispers are genuine echoes trapped in the caves, but following them means walking into Whispergloom territory.
Mechanical Rewards
  • Rekindled lantern: doubled light radius and one casting of Daylight per long rest
  • Aldra's expedition record: Advantage on all Arcana checks regarding the Umbral Depths and the Eclipse Engine
Narrative Rewards
  • Halvard learns Aldra discovered Nyxara's true name decades ago and hid it in the lantern's base
  • The lantern's whispers reveal Aldra's fate: she is bound within the Eclipse Engine as one of its living components

Character Quests for Neris Vale, the Gatebound Oath

The Names of the Fallen

The ward on the Shadowed Gate is fed by the names of every guardian who died keeping it, and the Umbral Court has spent years scratching those names off the boundary cairns scattered across the wasteland. At the Shadowed Gate, Neris can walk the cairn line with Selene, fight off the duskward knights sent to finish the erasure, and re-carve each name from memory and from the fragments left in the stone. Every name restored strengthens the gate's ward and weakens the guards who hold it; if Neris restores all seven, Selene can leave her post for the first time in decades and fight beside the hero in the Umbral Depths. If she restores fewer than four, the gate opens anyway but the ward collapses behind them, and no one can follow.

Starting point

Locate the seven defaced boundary cairns along the wasteland with Selene's guidance.

Choice

Restore the cairns openly and draw the duskward knights into open battle, or carve in secret while the knights erase names elsewhere.

Open restoration rallies the wasteland's scattered wardens to Neris's side; secret carving preserves names but abandons the outer stones to the Umbral Court.
Mechanical Rewards
  • The Names of the Fallen feature (restored cairns grant 1d6 temp HP per name, max 7, and impose disadvantage on Umbral guardians within 60 feet)
  • Ward of the Gate permanent blessing OR Selene as an Act III ally
  • A re-forged crescent-pommel greatsword, Moonbound Edge (+1 greatsword, +1d6 radiant vs. fiends and undead when within 30 feet of a restored cairn)
Narrative Rewards
  • Selene's blessing and the true history of the gate's founding
  • Recognition from the Lunar Concord's oldest wardens, restoring the Vale family's honor
  • The knowledge of Queen Nyxara's true name, learned from the oldest cairn fragment

The Warning Nobody Believed

Three years ago, Neris carried word of the Umbral Court's first probing of the Shadowed Gate to Silvercourt, and the Concord's archivists dismissed her as a tiefling soldier with an overactive imagination. Now the eclipse proves her right, but the record of her warning was never entered into the Grand Hall archive — erased at someone's order. Neris must find who buried her report and why: was it incompetence, or was Captain Theron already feeding the Umbral Court, and did her silenced warning cost the princess her freedom? Walking the barracks, the archive, and Theron's old duty rosters, Neris reconstructs the night her warning died.

Starting point

Search the Grand Hall archive and the barracks for the original report and its suppression order.

Choice

Confront the archivist who buried the report privately, or accuse her publicly before Lady Seren.

The private route reveals the archivist was ordered by a signature she was too frightened to name; the public route panics the Court's spies into destroying evidence.
Mechanical Rewards
  • Voice of the Wardens or Vow of the Boundary (player's choice of permanent feature)
  • The original warning scroll (a historical document proving the Court's first breach)
  • Ally bond with Sable Vane or leverage over Captain Theron
Narrative Rewards
  • The Vale family name restored to the Concord rolls
  • The truth of who silenced the warning and what it cost
  • Lady Seren's open apology on behalf of Silvercourt

The Vale Boundary Stones

The Vale family kept the boundary stones for four generations without thanks, and the family cairn-book — a ledger of every stone, every name, and every repair — was lost the night the Umbral Court first tested the gate. Neris's younger brother Tam, who inherited the warden's duty when she took the Concord's oath, vanished into the Ashen Wilds chasing the cairn-book and hasn't been heard from since. Following his trail through the Wilds, Neris must decide what her family's legacy means: a duty she abandoned for a shiny oath, or a promise she can still keep.

Starting point

Track Tam's path through the Ashen Wilds using warden's marks only a Vale would recognize.

Choice

Follow the marks alone and quietly, or bring the party through territory the Shroud of Ash patrols.

Going alone honors the warden's solitary tradition but risks ambush; bringing allies breaks tradition but keeps her alive.
Mechanical Rewards
  • The cairn-book (grants proficiency bonus to all checks involving the gate's wards and history)
  • The founding rite of the Shadowed Gate's ward
  • Tam as a sworn sidekick OR the 'Last of the Line' resolve
Narrative Rewards
  • Reunion with her brother and the truth of why she really left home
  • The Vale family cairn-book restored to the gate's records
  • A warden's answer to the question of what her oath is actually for

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Encounters

The Sunken Ossuary

Suggested Level: 10

Following the trail of missing children, you descend into the Sunken Ossuary. The waterlogged dead stir, and a wight leading a cult of Nyxara commands them to defend the shrine.

Creatures

Terrain Features

Flooded chambers with murky water (difficult terrain, waist-deep in places), stone altars (cover), and narrow passages. The water is 3 ft. deep in the main chamber, 5 ft. in the side alcoves.

Treasure

The Wight carries a moonstone ring (worth 50 gp) and a key to the cultist's shrine. The shrine contains a potion of greater healing and a scroll of protection from evil and good.

DM Notes

For a weaker party, replace the Wight with a Ghoul and remove one Bonewretch Crawler. For a stronger party, add a second Wight or two more Bonewretch Crawlers.

Shadows in the Grand Hall

Suggested Level: 10

As Lady Seren finishes her plea, the shadows in the Grand Hall lengthen. A corrupted guard captain and his shadowy minions emerge from the alcoves, sent to silence the investigation before it begins.

Creatures

Terrain Features

The Grand Hall has silver pillars (cover), a polished marble floor (difficult terrain if slick with blood), and tall windows letting in moonlight (dim light). The hall is 60 ft. by 40 ft.

Treasure

The Veteran carries a silver badge of the city guard (worth 25 gp) and a coded note from the Shroud of Mirrors. The Cultists have 2 potions of healing and 15 gp each.

DM Notes

For a weaker party, remove one Shadow and one Cultist. For a stronger party, add a second Veteran or two more Shadows.

The Gravebound Warden

Suggested Level: 10

The cultist's shrine is guarded by the Gravebound Warden, a wraith bound to the altar. It rises from the flooded altar as you approach, its hollow eyes burning with cold fire.

Creatures

Terrain Features

A circular chamber with a central stone altar (cover, difficult terrain around it), freezing water (1 ft. deep, difficult terrain), and glowing runes on the walls (dim light). The altar radiates necrotic energy; any creature starting its turn within 5 ft. of the altar takes 1d6 necrotic damage.

Treasure

The altar holds a +1 longsword (the cultist's weapon) and a pouch with 100 gp and three black pearls (worth 100 gp each). A hidden compartment contains a scroll of revivify.

DM Notes

For a weaker party, remove one Shadow and reduce the Wraith's hit points by 20. For a stronger party, add a second Wraith or two Specters.

The Moonwell Grotto

Suggested Level: 10

Thalia's locket lies in the grotto, guarded by a shadow demon sent by the Shroud of Mirrors. The demon lurks in the dark water, waiting to ambush anyone who enters.

Creatures

Terrain Features

A flooded grotto with dark water (5 ft. deep, heavily obscured), a rocky ledge (cover), and a waterfall (loud, imposing disadvantage on Perception checks based on hearing). The water is cold; creatures in it have disadvantage on Constitution saves against cold.

Treasure

Thalia's silver locket (contains a portrait of her daughter, the Shroud of Mirrors) and a fragment of the Moon Sigil (a smooth white stone that glows faintly). The Shadow Demon has a pouch with 50 gp and a potion of water breathing.

DM Notes

For a weaker party, replace the Shadow Demon with a Shadow and remove the Gloom Husk. For a stronger party, add a second Gloom Husk or a Water Elemental.

The Shroud of Ash

Suggested Level: 10-11

Kestrel leads you to the Ashen Grove, where the Shroud of Ash waits with his bandit gang and his cinderhounds. The air is hot and acrid, and the ground smolders.

Creatures

Terrain Features

Charred trees (cover, but flammable), smoldering ground (difficult terrain, 1d4 fire damage if you start your turn in a burning square), and the stone altar (cover, 10 ft. high). The grove is 80 ft. by 60 ft.

Treasure

The Shroud carries the Ember Sigil (a red-hot crystal) and a flame tongue shortsword. The Veteran has a ring of fire resistance and 200 gp. A hidden cache under a burnt tree contains two potions of greater healing and a scroll of fireball.

DM Notes

For a weaker party, remove one Cinderhound and the Veteran. For a stronger party, add a second Veteran and two more Cinderhounds.

The Shroud of Mirrors

Suggested Level: 10-11

Oracle Mira warns you that the Shroud of Mirrors hides among reflections. As you approach the lake, the water ripples and three mirrorlings rise, while the Shroud watches from an illusion.

Creatures

Terrain Features

The lake is 10 ft. deep, with a rocky shore (cover) and reeds (difficult terrain, lightly obscured). The water reflects perfectly; any creature looking into it has disadvantage on Perception checks against illusions. The Shroud can use the reflections to teleport 30 ft. as a bonus action.

Treasure

The Shroud carries the Mirror Sigil (a polished silver shard) and a cloak of elvenkind. The Scout has a potion of true seeing and 150 gp. A hidden cave beneath the lake contains a pearl of power and a mirror of the past.

DM Notes

For a weaker party, remove one Mirrorling and the Scout. For a stronger party, add two more Mirrorlings and a second Scout.

The Shroud of Echoes

Suggested Level: 10-11

Bram leads you through the tunnels to the amphitheater where the Shroud of Echoes holds the miners. The Shroud's whispers fill the air, and a whispergloom lurks in the shadows.

Creatures

Terrain Features

A natural amphitheater with a 20-ft.-high ledge (cover, difficult to climb), stalactites (cover), and echoing walls (any sound-based attack has its range doubled, but also alerts all enemies). The floor is uneven (difficult terrain in patches).

Treasure

The Shroud carries the Echo Sigil (a tuning fork) and a gem of brightness. The Cultists have 50 gp each and a potion of healing. The miners' belongings include a +1 warhammer and a miner's pick (worth 10 gp).

DM Notes

For a weaker party, remove one Cultist and reduce the Whispergloom's hit points by 20. For a stronger party, add a second Whispergloom and two more Cultists.

The Gate of Shadows

Suggested Level: 11

Guardian Selene stands before the Shadowed Gate, but the Umbral Court has sent duskward knights to prevent anyone from opening it. The gate's guardians attack as you approach.

Creatures

Terrain Features

A rocky wasteland with boulders (cover), a 30-ft.-high ledge above the gate (stealthy approach), and the gate itself (a 20-ft.-tall arch, solid stone). The ground is uneven (difficult terrain in patches).

Treasure

The Duskward Knight carries a +1 greatsword and a suit of adamantine armor. The Veteran has a potion of greater healing and 100 gp. Selene gives the player a potion of healing after the fight.

DM Notes

For a weaker party, remove the Veteran and one Shadow. For a stronger party, add a second Duskward Knight and two more Shadows.

The Spire's Heart

Suggested Level: 11

As you climb the Obsidian Spire to rescue Princess Lumina, the Eclipse Engine's motes patrol the halls. They attack anything that moves.

Creatures

Terrain Features

Narrow halls with black glass walls (cover, but reflective), a high ceiling (30 ft.), and no natural light (magical darkness in some areas). The halls are 15 ft. wide, 60 ft. long.

Treasure

Each Mote drops a shard of black glass (worth 50 gp) and a mote of eclipse essence (can be used as a spell component). A hidden alcove contains a potion of superior healing and a scroll of dimension door.

DM Notes

For a weaker party, use one Eclipse Mote. For a stronger party, add a third Eclipse Mote and a Duskward Knight.

The Final Eclipse

Suggested Level: 11

Queen Nyxara waits on her obsidian throne, the Eclipse Engine humming behind her. Princess Lumina stands at your side, ready to fight. The final battle begins.

Creatures

Terrain Features

A vast chamber with a black stone floor, a 10-ft.-high obsidian throne (cover), and the Eclipse Engine (a 20-ft.-tall machine of shadow and light, cover, can be attacked). The dying red sun provides dim light. The Engine has AC 18, 100 hit points, and can be disabled with a DC 16 Arcana check or destroyed.

Treasure

Nyxara carries the Crown of the Moon Princess (legendary) and a rod of absorption. The Eclipse Engine contains a sphere of annihilation (if destroyed, it collapses into a sphere of annihilation that must be contained). The throne room has 1,000 gp in gems and a scroll of wish (one use).

DM Notes

For a weaker party, remove one Eclipse Mote and one Shadow, and reduce Nyxara's hit points by 20. For a stronger party, add a second Duskward Knight and two more Shadows.

Magic Items

Eclipse Shard Eclipse Shard Completed

Eclipse Shard

Very Rare
A shard of black glass that can cast darkness at will and grants darkvision 120 ft. It feels cold to the touch.

Location

Act III - Obsidian Spire, in Nyxara's study

Attunement

True — by a spellcaster

Mirror Sigil Mirror Sigil Completed

Mirror Sigil

Rare
A polished silver mirror shard that grants advantage on saving throws against illusions and can cast mirror image once per day.

Location

Act II - Mirror Lake, at the bottom

Attunement

True

Echo Sigil Echo Sigil Completed

Echo Sigil

Rare
A tuning fork that can cast shatter once per day and grants advantage on saving throws against thunder damage. It hums softly.

Location

Act II - Echoing Caves, in the Shroud's possession

Attunement

True

Cinderhound Collar Cinderhound Collar Completed

Cinderhound Collar

Uncommon
A collar of blackened iron that allows the wearer to summon a Cinderhound once per day. The hound obeys the wearer's commands.

Location

Act II - Ashen Grove Crypt, in the Ember Crypt

Attunement

True

Duskward Plate Duskward Plate Completed

Duskward Plate

Very Rare
Blackened plate armor that grants resistance to necrotic damage and advantage on saving throws against being frightened.

Location

Act III - Shadowed Gate, on a Duskward Knight

Attunement

True

Moonstone of the Glade Moonstone of the Glade Completed

Moonstone of the Glade

Uncommon
A smooth white stone that glows faintly. It can purify corrupted water and grants advantage on saving throws against shadow magic.

Location

Act I - Moonwell Glade, at the bottom of the pool

Attunement

False

Locket of the Lost Daughter Locket of the Lost Daughter Completed

Locket of the Lost Daughter

Uncommon
A silver locket containing a portrait of a young woman. Once per day, it can cast shield of faith on the wearer.

Location

Act I - Moonwell Grotto, behind the waterfall

Attunement

True — by a creature with a living mother

Cloak of the Veiled Market Cloak of the Veiled Market Completed

Cloak of the Veiled Market

Uncommon
A dark cloak that grants advantage on Dexterity (Stealth) checks in dim light or darkness. It smells faintly of spices.

Location

Act I - Night Bazaar, bought from Vex

Attunement

True

Ember Sigil Ember Sigil Completed

Ember Sigil

Rare
A red-hot crystal that grants resistance to fire damage and allows casting burning hands at will. It pulses like a heartbeat.

Location

Act II - Ashen Grove, on the Shroud of Ash

Attunement

True — by a spellcaster

Crown of the Moon Princess Crown of the Moon Princess Completed

Crown of the Moon Princess

Legendary
A silver crown that restores the Moon Sigil and grants the wearer the ability to cast sunbeam once per day. It glows with lunar light.

Location

Act III - Throne of Night, after defeating Nyxara

Attunement

True — by a creature of good alignment