Free Shadowdark Adventure: Descent to Thargrond

Shadowdark is quickly becoming my favorite TTRPG. Its simplicity makes homebrewing easy without breaking balance. It also addresses by biggest issue with 5e, it actually rewards treasure hunting, since PCs must earn gold to advance.

Whenever I learn a new system (the curse of being a forever GM), I build an adventure for it. This is one of two I’ve created for Shadowdark. This one is inspired by classic OSR dungeons where rival factions vie for dominance in the dark. For good measure, I added an ancient dwarven city, long fallen, now ruled by a necromancer. The necromancer manipulates the factions into destroying one another so he can swell his undead ranks.

The main inspirations for this dungeon are Caves of Chaos—the 5e remake of Keep on the Borderlands—and Barrowmaze. Running Caves of Chaos in the past led to some truly memorable player–monster alliances. Olly the Orc and Harry the Hobgoblin will live in infamy in my group (I needed names on the fly,I was expecting a fight, not a parlay!). The players even taught them the value of trade over conquest.

From Barrowmaze, I borrowed the idea of the mongrelmen and created a race of mutant humanoids adapted to survive the dangers of the dark.

Without further ado, here’s the back-cover summary and player pitch I use when running this dungeon in one-shots. Download the full adventure below.


Adventure Summary

Descend into a living dungeon, where every alliance is fragile and every victory feeds the darkness.

When monsters erupt from the depths beneath the village of Umberstead, desperate defenders pursue them into the caverns below. The tunnels once led to the dwarven city of Thargrond, but now form a labyrinth of warring factions and restless dead. In the heart of Thargrond, a necromancer known as the Pale Warden desecrates the city’s ruins, feeding on the chaos he’s sown and growing stronger with every fallen soul.


Player Pitch

Umberstead is under siege.
Strange mutant creatures have fled from the depths—what horrors drove them to the surface? Fight beside the villagers, then descend into a cavernous underworld where rival factions clash for survival, unaware they stand between you and something far worse.

Feedback or other comments: reach out at worldsbywally@gmail.com, or find me on Threads.

Hope y’all enjoy it!

Prep for Confidence, not Content.

There is a lot of advice out there on preparation. I feel like it centers on telling people not to overprep. While this is helpful advice it misses the point. If someone is looking for advice on how to DM, being told to make a loose outline and not over focus on prepping isn’t super helpful!

However, the advice isn’t wrong. I just think it’s missing a key caveat, you prep to make yourself confident not to just create content. The content ultimately becomes an outline that is sometimes followed and sometimes not. Once you feel comfortable with the situation, you can run it and react to anything the players throw at you. I’ve ran the same adventures for numerous groups and it’s amazing how different the experiences can be. Seeing how different groups create different stories has become one of my favorite parts of running games.

So, how do you prep for confidence?

For me, it’s lists and questions. Lists provide a loose outline to remind me of the key things I want to include in the story. The questions help because they give me practice thinking about what might happen. There really is no replacement for just trying. Preparation is less about making what you’ll use in the session, than it is about helping you understand the world you’re running, or the rules you want to use.

Of course, you also hope to use the content you prepare! Most of the time when something is skipped, it can be adapted and placed somewhere else though. So very little prep is ever wasted.

It’s also worth remembering that your players will likely give you plenty to react to. Depending on the group, I’ve had entire sessions consumed by the riffing of the players’ reactions.

So, focus on understanding the obstacles you’ve built. Why they are there, and how the NPCs will react.

So, what should I prep?

Ultimately, TTRPGs are a combination of tactical challenges and group story telling. I tend to do detailed prep for the tactical challenges, and loose prep for the storytelling. The main exception being for epic lore reveals.

Tactical challenges (encounters, traps, puzzles) are easy to shift around and “re-skin” as needed. This makes the more detailed and time-consuming prep for them unlikely to be wasted. This includes things like preparing combat (check out The Monsters Know What They’re Doing), or making stats for encounters. You can always use that stuff later. While I try to make smart decisions to avoid tactical situations have a meaningful impact, that doesn’t mean I can’t use that preparation at a later time. Or, provide the PCs an advantage for their creativity.

The storytelling, overtime, becomes easy to jointly improvise with your players. For this, I occasionally prep a detailed monologue, but even then, I don’t usually read it. Preparing it lets me know what the NPC is thinking and what I need to convey. Most of my story prep, involves making a list of things that are happening. Then adding in a few potential forks to prepare for the unexpected.

Mostly, focus on prepping enough content to get things started. Give the players something to react to, and often that is sufficient. Of course, until you’ve done this you won’t fully realize you’ve prepped enough to be confident.

Ok great, so how much prep do I really need to do???

I wish there was a super simple answer to this. But, I’ll share a checklist you can go through. I have also included a sample bullet-point outline, for my latest session Split Paths. I also recently did this in depth blog post on a one-shot I ran.

If you have answers to the following questions, you’ll probably have a great session.

  • Do I know where the players are starting, and where I hope they’ll go?
  • Have I identified the biggest decisions the players need to make? What are the obvious options?
  • What are the “meaningful” choices I’m providing, that may materially alter the story?
  • Have I asked myself what I’ll do if they go off course, or get stuck? (It’s ok if they do, but be ready for it!)
    • Sometimes I have a few random side-quest style items prepared for that, just in case.
  • Have I looked at the stats and key abilities of the main tactical encounters (e.g., Monsters or Traps)? Do I know how to run their abilities?
  • Have I reviewed any obscure rules that are likely to come up? (e.g., How does jumping work if I’m including a chasm they need to cross.)
  • For NPCs. You can look up articles about writing and ask questions they suggest. Here are a few important ones to consider.
    • Why are they included?
    • What are their goals?
    • What are they willing to give to achieve their goals? What are their limits?
    • Are there any important relationships between the NPCs to consider?

Here’s an example bullet point adventure outline. You can see, many of the bullet points are answers to questions. My main goal was to wrap up the Anahera-Tepiti romance arc and kick off the real Journey to Hawaiki. The meaningful choices really determine if Anahera gets kidnapped, and when/where the PCs could intercept her kidnappers.

It has forks, redundancy, and meaningful player choices. But those are topics for another day.

  1. Anahera calls in the PCs and asks for them to help her contact her ancestors. Two options are provided.
    1. A newcomer to the island tells the heroes to steal a Drum from the Ponaturi.
    2. Anahera asks the PCs to sail to the underworld, to show her ancestors how to reach this new island.
  2. Explore the island and decide on the path.
    1. Encounter Tepiti. Tepiti will be trying to regain Anahera’s trust. Secure the island, perhaps want a way to foresee the future.
      1. How could this happen?
        1. Need to find a legend of a god willing to help with this.
        2. Find a way to appease the god. But, this will require striking a dangerous deal. This, would lead Anahera to exile Tepiti if she found out. Make it clear it’s desperation.
          1. Do they help, tell Anahera?
          2. Do they help Tepiti? Will helping Tepiti also help Anahera?
  3. Option 1: Head to the Ponaturi.
    1. Sail there.
    2. Steal a drum.
      1. Emphasize what’s known about Ponaturi. Option to sneak up at night, or hide during the day.
      2. Potentially make the Goblins seem like harmless pranksters?
    3. Return.
    4. Give drum. In the evening, a party will be thrown. Hone-hine’s allies will kidnap the princess as spirits assault the village.
  4. Option 2:
    1. Sail to underworld entrance.
    2. Sneak in.
    3. Maze of survival. (Use table of potential encounters). Skill challenge again.
      • Roll Survive in form of a skill challenge. 4 times. DC 8. Describe what happens pass or fail to give all the rolls a feel of consequence and progress.
      • Find an ancestor.
      • Return.
      • Anahera kidnapping attempt must be far more brazen than with the distraction of the drums.
  5. Option 3:
    • Sail to Isle of prophecy.
    • Peer into the mirror of reflection.
    • Return to island.
    • Deal with Anahera kidnapping as in Option 2.
  6. What if Hone-hine’s plot is discovered before leaving the island?
    1. (5) will occur slightly more quickly.
    2. Shift to (3), but under a pretense that something else is a-miss.
  7. If Anahera is kidnapped.
    1. Track her down across island.
    2. Evidence of Pakongans.
    3. Sail either to Pakonga or Ngaru.
    4. Race at sea, then up the mountain.
  8. If Anahera is not kidnapped
    1. Players are encouraged to ensure Pakongans do not escape
  9. Counsel with surviving leader(s)
    1. What can we do to secure our fragile position here? First Sirens, then the Pakongans attempt revenge?
      1. Kahuna: Perhaps we need to gain the blessing of a god.
      2. Other Kahuna: Or the protection of our ancestors.
      3. Tepiti: Was this perhaps not our final stop? I still feel the call to voyage.
      4. Anahera: I had thought it bad luck perhaps we shared the island.
      5. Tepiti: Marry me, then what is mine becomes yours. We both brought with us dangerous paths, and together we have overcome them. Let us unite our people.

The rest of my prep was putting together stats and encounter tables. But that’s more because this adventure is built to playtest Journey of the Wayfinder.

For many of these bullet points, I reviewed game rules. For example, the “Race at sea,” I reviewed how chases work. This provides a clean outline and gives me an understanding of the motivations for the two key NPCs. Anahera is focused on securing the island and becoming a queen.

Tepiti is entranced with Anahera, but it’s fading, and he feels the call of the seas again. These two simple motivations will help me figure out how the NPCs react to most things. But they also outline the next chapter of the adventure. Tepiti will need heroes to help him on his next journey.

How did this work out?

I don’t think I’ve ever prepped something and remembered everything. This is true even with my outlines in front of me, I get to into telling the story. The players decided to head to the reflecting pool first, and then proceed to the underworld. Using the outline, I was able to easily improvise unique prophecies based on what the players sacrificed and shared.

I also changed the ending a little. Because the players had Tepiti with them when they rescued Anahera, the two were able to smooth out their mistrust. But ultimately, I realized Tepiti’s motivation was to head out to sea. So, he immediately recruited the PCs to help. I did give a throwback to their romance though, with Tepiti suggesting maybe he didn’t lose the bet. Since, this was clearly not the island he was supposed to reach.

Running games is great for building confidence generally.

It reminds me of a silly poster I had in my room as a kid, “All you need to learn about life I learned from Star Wars.” But really, I think it would have been better if it said from DMing Dungeons and Dragons.

Image from Ebay.

I was always socially anxious, but overtime running games helped me learn to improvise and trust my gut. This helped with confidence in all aspects of life. I think you’ll find it gets easier overtime, and that you require less and less preparation to feel confident. It’s also super rewarding to see how much many players appreciate the effort.

So, prep loosely or whatever. But really, prep enough to make yourself *feel* ready, whatever that amount is.

Siren Encounters

I missed writing a summary of the session where the heroes faced the sirens I described here. I tend to over prep, largely because I love world-building. Instead of a narrative description of what happened, I thought I’d share my notes with some commentary. My notes throughout this article are italicized. I left them exactly as they were written, just to see how rough things start out.

This adventure was inspired by an idea i had for the opening scene. My adventure kicked off with the following:

You find yourselves gathered on the beach looking inwards to the island as the Kahuna’s beckon Princess Anahera to the makeshift altar they assembled.  You hear the gentle song of the wind through palm fronds, smell the salty ocean breeze, see the sun setting over the palm trees behind the princess.

The Kahunas, Akamai and Kalahari, move up to the stage as a gentle lulling song begins. It’s sound a perfect match to the melodies of nature. Many of those watching the ceremony rise to sway to the rhythm of the music. Then, the crowd begins to disperse.

The two Kahunas look out on the crowd with shocked expressions, and chaos erupts. Kalahari dives for a drum and begins vigorously pounding a chaotic counter-rhythm. Not a single beat of his rhythm aligned to the captivating song coming from the sea. Combined the music is almost painful to listen too. Many of those previously captivated by the song, now appear confused or in pain.

Simultaneously, Kahuna Akamai tackles the princess, covers her ears, and begins screaming for people to run to the woods. But, alas for some the Kahuna’s actions came too late.

 A crowd of people compelled by the gentle music coming from the sea walk into the ocean. Some are swept away by the current, others run to those walking heedlessly into the waves attempting to pull them back. A few manage to drag their loved ones back to shore against their will, while others are pulled away with those they intended to save. Almost as surreptitiously as the song began, it stops. The sun, now below the horizon. The spirit of the day crushed.

Amidst the chaos, what do you do?

The monologue was longer than I like, but I wanted to set the overall tone of the scene. Plus, I sometimes do these things as writing exercises that also help with character development for the NPCs.

I also had notes for actions the PCs could take during the scene:

During the Scene. What can the players do.

They can role exert or survive (str or dex) to run down and drag people back. As they do, be sure to reward high rolls describing people they’ve managed to save.

If they immediately take a small craft out, they can roll Survive/Notice Wisdom to try to figure out where the sound came from. A high roll will lead to a quick combat encounter with 1 or 2 sirens depending on the group size.

If I recall, the heroes ran inland. My next section of notes was a summary. I decided I wanted to add some more friction to the slow burn romance between Anahera and Tepiti. So, I tied in a miss from an earlier session where no one had done anything about the Tahitians allying with the Sirens.

“I am sure it is no mystery why we have called you hear today. ”Prince Tepiti takes a moment to look each of you in the eyes, then turns towards Anahera and bows his head in shame.“ My Princess, I have failed you here. But, I’ve found our bravest adventurers to help us once again secure our island. We,” The prince gestures broadly to the princess and the two Kahuna’s present, ”Do not know exactly what happened, and are hoping you all can help us figure out what’s occurred and prevent it from happening again.”

What can they learn before setting out.

  • The Kahuna’s will each share info of what could be learned on their respective islands.
    • Kalahari. Tahitians have had many past run-ins with Sirens, they may perhaps know where the Sirens were from.
    • Tepiti will note that some discussion of Sirens was made in the war councils before Parau-tia was killed.
    • Akamai. Will be immediately suspicious of the Patongans who attempted to kill Anahera.
    • Anahera. Will mention her brother and suggest that he of anyone would know how a voice could be amplified so effectively.
    • Others on the island?
      • A fisherman from Tahitia will share a technique to create an ear plug from tree resin.

This list is a lot more representative of my usual prep. My Polynesian adventures are story heavy, so I write a lot of narrative scripts. I don’t usually read these aloud when they are this long. But, writing them out helps me think about how the characters react in different situations.

The rest of my adventure outline was a series of bullet points. Outlining potential courses of action.

For this adventure, I used time pressure to build some tension. I placed three leads on the island, far more than they could follow. I designed them so easy it would be easy to follow-up on one, hard for two, and impossible for three (I put them in a bit of a triangle on the map). The players opted to tackle the two closest objectives.

One other thing worth noting in the adventure outline, is the redundancy. My notes say, “They have three potential ways to find the location of the sirens.” This is an intentional and important part of adventure design. It’s really easy for players to miss hints that may otherwise seem obvious. You’ll find lot’s of advice out there on this, and it’s part of why people say to use red herrings sparingly. While playing, I’ll roll with creative ideas the players come up with, even if it wasn’t the intended solution.

Adventure Outline

The adventure has three key components.

  1. Finding out how the Sirens have amplified their voice (a massive conch shell)
  2. Finding the location of the Sirens
  3. Figuring out how to deal with the sirens

Additionally, the PCs are given a variety of choices along the way. These choices provide advantages for various ways to deal with the Sirens.

  1. They have three potential ways to find the location of the sirens:
    1. Sailing to Tahitia to follow up on rumors they hear from former Tahitians who have fallen prey to Sirens in the past. This is a common fear from Tahitians. The Kahuna from Tahitia will hint at this in the intro.
    1. Sailing to Anahera’s former enemies the Patongans, assuming they’ve somehow allied with the Sirens. (An ironic error of judgement by Anahera and Tepiti, but even Tepiti is unaware of the level of corruption Kahuna Parua-tia had bestowed upon his father).
    1. Searching for the SIrens themselves, with the help of Hina or Tahwhiri. Provide some advantage to PCs who quickly move to chasing down the Sirens in the opening scene.
  2.  How they deal with the Siren threat.
    1. Force. Destroying the conch shell and killing many sirens.
    1. Subterfuge. Stealing the conch shell and using it to protect the island from their song.
    1. Negotiation. Striking a deal with the sirens, and helping them once again learn a new song from the gods.

A key issue in this adventure is timing. The timeline for the following events is such that the PCs should be able to sail three times (visit two of the three islands and return) before the situation escalates untenably. One of the Kahuna’s will send a message on the winds to the PCs after the second attack warning of an escalating situation. This may incentivize the PCS to use speed while traveling, but risk some encounters at sea.

Tahitia.

Asking around the island, you’ll hear rumors of fisherman who’ve heard singing at dawn and dusk while fishing. While this isn’t totally unheard of, it’s grown stronger recently and Tama Waiariki’s canoe was recently found empty in the reefs.

Additionally, some rumors that Parau Tia had Haikili attempt to recruit the Sirens for their war efforts. If confronted, Haikili will at first lie. A connect or convince check could persuade him to give information. Increase difficulty by 1 if intimidation is used. Playing on his guilt for participating in this should help the PCS

  • The PCs can encounter the Sirens by stalking the common fishing areas at Dawn/Dusk
  • From here they could kill, capture, or attempt to track the Sirens to a cave
  • The PCs can learn the Sirens were paid with a shell from the Island of Little Giants

Pakonga

If any of the islanders are from Moanatu (Anahera’s home island), the chance of escalating to conflict is higher. What happens on this island depends a lot on how the PCs approach. If things go badly, the Pakongans will try to assault the new island in a future adventure.

  • Entering the island.
    • Disquise. The PCs may attempt to disguise themselves as performers or traders to gain audience. Make this a relatively easy check.
    • Subterfuge. May allow PCs to sneak on.
    • Diplomacy. This will be the hardest approach, particularly if the PCs say they hail from Moanatu. Some sort of offering of strength would help this.
  • Chief Aoraki (Oh-raki):
    • If the PCS are brought to him while captured. Perhaps we shall make sport of you, if you win we shall let you leave.
    • If the PCs persuade their way to an audience.
      • We are a proud tribe and need no monstrous allies to fight our battles.
      • Will share the legend of the Sirens. They are not to be trusted.
        • There is an area of caves between X/Y that you may search if you seek them out.
      • Kahuna may share that this seems on par for what Parau-Tia would have done, perhaps the Tahitians had planned to use them. He was desperate and had come to us once asking for an allegiance.

Moanatu

The key thing that could be learned and/or acquired here is the advice of Prince Teva. He will hypothesize that a massive shell could be used to amplify the voices of the Sirens making them especially dangerous.

  • He will help the PCs to devise protective ear coverings allowing them to re-roll all failed saves against Siren Songs once.
  • He will help devise a tool likely effective at destroying the shell.

In one-shots, I always hand-out one time use magic items.  In this adventure, these proved to be super pivotal. By far the most memorable scene was when the PCs finally found the Sirens. One of the PCs used a potion of disguise to change into a Siren. Then then convinced the Sirens he had befriended the people to eat them later.

In the final battle, the rest of the items got used. The PCs ended smashing the conch shell, and returned to the island after ending the Siren threat.

Gen Con 2025!!!

I submitted my events for Gen Con 2025 today. My goal is to have all five of these adventures published or at least ready for publication by then. Two are part of the Journey to Hawaiki series. Those will include appendices with new rules.

I’ll update this post with links and description changes as the sessions are approved.

Dead Rising! – Pathfinder 2e.

Time: Friday August 1st 9AM.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda!

This short adventure has two parts. The first part of the adventure will be focused on role-playing as you investigate the recent disappearances and undead sightings to find out where they came from. If all goes well, the party should embark on a short dungeon crawl filled with traps, puzzles, and of course, undead.

In the small village of Vasuda, people have gone missing, and undead sightings are causing panic! Find the source of the undead, conquer the dungeon, and save Vasuda! Enjoy a little roleplay before embarking on an undead dungeon crawl!

Isles of Intrigue – Worlds Without Number

Friday August 1st, 2PM.

There’s a delicate power balance, three islands, alliance breaking, political marriages, and island adventures. You’ll face mythological dangers on the high seas. Save the island and prevent a war!

This is political intrigue set in Ancient Polynesia. The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques. Each player will begin at 1st level. In addition to the core WWN rules, the game introduces new mechanics for wayfinding (sailing between islands) and divine intervention in addition to the core rules. The rules will feel familiar if you played any classic RPGs.

War or Peace in the Ancient Pacific -Worlds Without Number

Saturday August 2nd, 9 AM

Embark on a stealthy scouting mission and use subterfuge, sabotage, or direct force to save your island. Your chief urges caution while his advisor warns of dangers that need to be ended.

You’ll play a group of 1st level heroes. You’re in Ancient Polynesia and your island’s chief expects a nearby island to make an aggressive strike soon. He’s recruited the island’s bravest adventurers to scout out the enemy territory. In addition to the core WWN rules, we introduce new mechanics for wayfinding (sailing between islands) and divine intervention. Overall, the rule set will feel familiar if you played any classic RPGs.

The adventure provides a balance of roleplay and combat opportunities, with it up to the players when to apply which techniques.

Echoes of the Void – Stars Without Number

Saturday August 2nd, 2PM

Save a neuroscientist of galactic fame! Investigations so far led to a series of dead ends, until his wife received a cryptic message to send a crew. Can you save Dr. Ohno, or will you disappear too?

You’ll play a group of 1st level heroes. The adventure will begin as you meet his wife, Debra Walford. She describes a series of dead ends and disappearances associated with people who have investigated her husband’s disappearance. She received a message saying to send a crew and purchased passage for your group to investigate. The adventure provides opportunities for combat and roleplaying.

Mystery in Elanysia! – Pathfinder 2e

Sunday August 3rd, 9AM

Imps in the World’s safest city! Two wizards are under investigation for a series of robberies involving Imps and have hired you to help clear their name.

This adventure focuses on solving the mystery, starting with a chance to talk to witnesses of the three recent crimes. The first half will be heavily skewed towards roleplay, with the second part involving a short dungeon crawl.

Upcoming Publications!

The post title might be a little ahead of itself. But I’ve got two adventures for the without number series ready (one for worlds, one for stars). Now, I’m looking for play testers. I want feedback from both players and GMs. I’m thinking about starting a discord server to do play testing. If you’re interested, head over to my contacts page and reach out!

Echoes of the Void

Introduction: Dr. Ohno, A famous nuero-psientologist went on a short-term research assignment and went missing. His wife Debra started investigating his disappearance, and everyone she talked to started to go missing. A week ago, she received a cryptic message and hired the PCs to follow this clue to find her husband.

Shortly after taking the assignment, Dr. Ohno realized his research was intended to create psionic super-soldiers for a biotech megacorp. This bio-tech firm discovered a lost world with strange psionic properties. Not only did this lead to breakthroughs in psionic research, but the system’s position could completely change the sector’s economy by breaking up monopolistic trade routes. Realizing what was happening, Dr. Ohno attempted to sabotage the research and managed to leak a short cry for help to his wife Debra.

This adventure is a roughly four-hour adventure for 4-6 first level characters in Stars Without Number. It’s part of a longer campaign that I have outlined but haven’t been able to run in its entirety yet. I have run this part of the adventure a few times using SWN and Fantasy Flight’s Star Wars RPG. My plan is to publish the whole campaign in parts, making each module a standalone product.

The adventure starts on the most populous planet in the sector, with a chance for the PCs to follow up on the leads that turned into literal dead-ends for Debra. Then the PCs take a shuttle to a backwater space station to follow the message from Dr. Ohno.

On the space station the PCs get to the space station they’re able to acquire a ship, but it comes with some string attached in the form of a powerful new enemy. They’ll be pursued by local authorities as they leave the backwater space station. The players then end up at an abandoned research station, where Dr. Ohno was conducting research, in a unknown system. The station itself is basically a space dungeon, inhabited by aggressive robots and a torched psychic. Here they can piece together what happened, find Dr. Ohno (in the one-shot version), and realize how big an enemy they’ve made by taking this job.

Mystery in Elanysia

Introduction: Below the Tower of Arcana in the sprawling metropolis of Elanysia sits a seemingly endless maze of passages. For centuries the doors have been sealed shut, and in that time their purpose was long forgotten. Recently, a local thieves guild has taken up residence in these catacombs and allied themselves with forces they don’t fully comprehend, threatening to bring disaster to Elanysia.

This adventure is a dungeon I’ve placed in almost every campaign I’ve run. It’s inspired by the lost woods in the original Zelda game. The module is based on a one-shot version of the dungeon I put together while quarantining with Covid (it’s been sitting half-done for a while!) The adventure has the PCs following a series of robberies, where Imps provide a distraction while something valuable is stolen. Eventually, the PCs should figure out that George, and indebted gambling addict, is at the center of all events. Following him should lead the PCs to an endless dungeon maze where a local thieves’ guild has taken residence. Then the fun begins, as the PCs learn how to navigate the maze. They must stop the thieves’ guild from allowing a demon trapped in the maze from threatening the safety of Elanysia.