Missing Under the Stars
A friend, family member, or contact vanished after reporting a person who looked identical to them walking through town at midnight.
When an impossible darkness begins swallowing the sky, villages whisper of a ritual timed to a rare celestial alignment: the Shadow Eclipse. A ruthless cabal of shape-shifting oni is moving under cover of fear, sabotage, and stolen lives to complete a nightfall rite that will smother the world in endless dark.
The campaign begins with local disappearances, strange eclipsed omens, and a trail of clues pointing toward a hidden rite site. The party must uncover the oni’s methods, survive their agents, and reach the ritual before its zenith.
The heroes are not just fighting monsters—they are racing a clock. Every victory reveals that the darkness is deliberate, organized, and already halfway inside the world’s defenses.
For several nights, the sun has set too early. The stars seem sharper, colder, and wrong. People vanish from locked homes. Dogs refuse to bark after dusk. A strange rumor spreads: an eclipse is coming, and when it arrives, something ancient in the dark will wake.
You begin in a threatened settlement where the authorities are overwhelmed and the frightened are easy prey. Someone is organizing the terror. Someone is preparing a ritual. And if you fail, night itself may become permanent.
Your first task is simple to say and hard to survive: find the source of the darkness before it finds you.
Act I opens in a border settlement under a creeping unnatural dusk. The party learns that people are vanishing, livestock are found drained or mutilated, and witnesses describe familiar faces behaving wrong. The central threat is not the full oni cabal yet, but its first operational cell: shapeshifters, frightened collaborators, and a local ritual site tied to an ancient observatory. This act should establish the eclipse clock, the body-snatching fear theme, and the first clear lead toward the main rite. Keep the oni’s true numbers hidden; Act I ends with the party disrupting a preparatory ritual and learning the next destination.
A friend, family member, or contact vanished after reporting a person who looked identical to them walking through town at midnight.
A temple, scholar, or village elder hires the party after every divination points to a shadow ritual timed to the coming alignment.
The party investigates an unnatural darkness, discovers a pattern of disappearances and disguises, and uncovers the first oni-linked ritual site. Act I should feel like a hunt through fear: local threats first, then a revealing strike against the enemy’s hidden network. End with the party learning the location of the larger eclipse rite and realizing the enemy is already embedded in nearby settlements.
The streets are too still for market day. Curtains twitch as you pass. Somewhere in the gray light, a bell rings once and is not answered.
Open with rumors, missing persons, and suspicious behavior. Let the players choose whether to follow social clues, visit the shrine, or protect a target. One disguised enemy should be present in the background, but do not force a reveal too early.
The mud is marked with dark footprints that seem too long for a human stride. Each step ends in a smear of black wax and crushed silverweed.
Run this as travel, tracking, or a brief skirmish. The goal is to make the party feel they are following a real trail rather than a random rumor. Reward smart tracking with a direct lead to the shrine.
A broken lens catches the moonlight and throws it across the dome in a line like a blade. For a heartbeat, the line points directly at you.
This is the Act I reveal scene and should feel like the first true confrontation with the enemy’s intelligence. Use Kurozane or his proxy to speak, taunt, and expose the larger ritual’s existence. If combat starts, let the villain escape when it makes the story stronger.
Milestone: The party reaches level 3 after disrupting the shrine ritual and securing the observatory map.
Kurozane, Mask of the Dimming Sky
Completed
Kurozane, Mask of the Dimming Sky, is the kind of villain who makes people feel as though they have already lost before the first blade is …
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Subscribe NowKurozane wants to prepare the world for the Shadow Eclipse ritual by spreading fear, replacing leaders, and securing ancient sky-sites that can anchor permanent darkness.
Polite, mocking, and unsettlingly calm. He speaks like a courtier but watches like a predator. He prefers intimidation, misdirection, and leaving witnesses alive when it serves dread.
Kurozane opens with deception or ambush, using terrain and fear to separate the party. If pressed, he fights savagely, prioritizing escape over death unless the ritual is nearly complete. He abandons minions when necessary and leaves false clues behind.
Kurozane can be driven off in Act I, forcing the cabal to accelerate its timetable. If captured or magically compelled, he may reveal the next ritual site—but never the full extent of the cabal without leverage.
Recommended party: 4-5 characters
This campaign uses horror, paranoia, and body-swap suspicion. Discuss lines and veils for impersonation, fear, and corruption themes. Make clear that the tone is tense but heroic: the party can always learn enough to act, and clues should not hinge on one die roll. Invite players to create personal stakes tied to missing people, eclipse omens, or a reason they fear the dark.
For weaker parties, reduce enemy counts by one in most encounters and replace the Shadow with Zombies. For stronger parties, add one additional cultist or goblin support creature, but keep only one oni in Act I so the reveal stays meaningful. If the party struggles socially, allow repeated clues through town rumors and survivor testimony rather than requiring a single successful check.
Keep the clock visible. Every scene should either reveal a clue, raise the danger, or point to the next location. Let the oni feel clever and elusive, but not omnipotent. Act I works best if the villains escape with information while the party wins the truth.
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Suggested Level: 1-2
- Narrow road bordered by dead trees
- Light fog reducing visibility
- Ditches and stones for cover
A torn ritual map fragment, 12 gp, and a black lacquer token marked with a crescent star.
Use as the first warning that the enemy is organized. Replace the hobgoblin with 1 additional goblin for a lower-level group, or add 1 Goblin Boss for a stronger party.
Suggested Level: 2-3
- Cracked altar ringed by burned candles
- Broken statuary providing half cover
- Dim magical darkness in the shrine interior
Potion of healing, ritual notes, and a silver charm that wards against fear once per day.
The Shadow should feel like a terrifying payoff for earlier clues. Reduce tension by removing the Shadow if the party is very small, or add 2 Cultists if they are cruising.
Suggested Level: 2-3
- Collapsed staircases
- Broken lens array and raised platforms
- Open roof exposing the battlefield to the sky
Star map to the ritual nexus, 35 gp in hidden coin, and the oni’s sealed ledger naming future targets.
This is the Act I climax. If needed, let the oni escape at low hit points after the map is revealed. For a weaker party, replace the oni with a doppleganger-style social impostor is not allowed here, so instead use 1 Hobgoblin and emphasize the reveal over combat.
Eclipse Lantern
Completed
Act I: recovered at the Blackened Shrine
False
Starfall Charm
Completed
Act I: reward from Marshal Edda Vale after the observatory clue is secured
False
Lens of the Broken Dome
Completed
Act I: found in the ruined observatory
False
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