1. Quests

Shadows of the Lost Six

A multi-session Shadowfell rescue-and-release mission

HOOK: The Professor’s Whisper

On a moonless, windless night, the planar thin spot beneath the bricked shack reaches its strongest point in decades. The ghost of Professor Halvior Renn appears before the players—clearer, stronger, and more coherent than ever.

He speaks urgently:

“They’re trapped… all six… they wander in the dark. Help me… help them go home.”

He begs the party to help him retrieve his students’ twisted bodies from the Shadowfell reflection of Lygos, where the Lost Six roam as Hollow Wights. He promises that, once gathered, he can use a ritual with the aid of a bloodstone focus to draw their souls back and release them from torment.

He does not mention how dangerous this will be.


ACT I – Entering Shadow Lygos

At the height of the planar thinning, Renn tears open a temporary passage.

The shack splits like rotting parchment, revealing a mirror-world of Lygos:

  • No sun.

  • Buildings sag in parody of life.

  • The great river flows sluggish and black.

  • Shadows move unnaturally.

  • Echoes of laughter sound like distant weeping.

  • Familiar landmarks exist, but twisted, decayed, or ruined.

The players step through—and the passage seals behind them.

Professor Renn remains near them as a flickering, half-present guide, fading in and out as the planar geometry shifts.

He becomes their wayfinder, whispering paths to avoid:

“Not that alley. It loops… endlessly.”
“Keep away from the shadow-market. The vendors aren’t alive… not fully.”
“Stay close to me. Your memories… they feed on them here.”


ACT II – The Hunt for the Six

Each Hollow Wight now roams a symbolic location tied to who they were in life—made monstrous by the Shadowfell.


🧟‍♀️ 1. Aelanyth – The Archive of Despair

A library of black stone towers filled with blank books and pages that whisper.
She wanders the stacks, endlessly “reading” nothing.

Defeating her:

  • She tries to reenact lessons, attacking with bursts of shadowed cantrip echoes.

  • She must be subdued, not destroyed beyond recovery.

Her body collapses into a half-corporeal husk that must be dragged away.


🧟‍♀️ 2. Sarrira – The Broken Amphitheater

A ruined plaza where echoes laugh cruelly.
She paces the ritual circle carved into the stone.

Defeating her:

  • She attempts to mimic the resurrection spell, causing necrotic bursts.

  • Her optimism inverted into manic, empty joy.


🧟‍♂️ 3. Kaedric – The Infinite Alley

A narrow street that stretches endlessly.
Kaedric’s wight sprints along it, looping back behind the party.

Defeating him:

  • The alley resets time like a glitching corridor.

  • They must corner him using observation and timing, not just force.


🧟‍♂️ 4. Bromdur – The Fallen Forge

An abandoned forge where the flames burn cold.
He drags his fingers through icy ash.

Defeating him:

  • Each strike produces clangs like funeral bells.

  • The forge belches black embers that numb limbs.


🧟‍♂️ 5. Ulf – The Tea Garden of Dust

A courtyard with cracked teapots, shattered cups, and petrified trees.
He “serves tea” to invisible guests.

Defeating him:

  • Attacks are hesitant, as if he doesn’t want to hurt anyone.

  • Players may calm him first, making the fight easier.


🧟‍♀️ 6. Lysandra – The Hall of Echoing Weeps

A chamber where faint sobs echo constantly.
Lysandra stands silently, facing a wall of shifting shadows.

Defeating her:

  • Emotional damage mechanics may apply—her attacks drain morale (Wis saves).

  • She sometimes looks at Professor Renn’s flickering form, confused.


After each fight, the players must drag the Hollow Wight’s slack, weightless-but-heavy form back to the Shadow-Shack.
Their bodies are fragile—dropping them risks them dissolving into shadow mist (time pressure element).


ACT III – The Bloodstone

Once all six bodies lie in the shadow-basement, Renn reveals the final piece:

They need a bloodstone, a rare crystal used as a necromantic and planar anchor.

Options:

  1. Shadowfell Version – Kept by a pale, tall Shadow-Keeper in the ruined Shadow-Bank.

  2. Material Version – A real bloodstone exists in a jeweler’s vault in Lygos; a short “phase raid” can pierce the veil, steal it, and return before being fully ejected from the Shadowfell.

Either approach works, but each has consequences.

Renn grows weaker, more transparent, as the Shadowfell strains against his presence.


ACT IV – The Ritual of Release

With the six bodies arranged around the original circle, the Professor guides the players in a final rite:

  • They must place the bloodstone at the center.

  • Trace the runes the students used—correctly this time.

  • Resist shadow-creatures drawn to the light of the ritual.

  • Speak the apprentices’ true names aloud.

The shack trembles as the ritual reverses the original spell.

The Hollow Wights begin to regain their forms—pale enchantments fading, shadows burning away.

One by one, the six apprentices awaken:

  • Aelanyth: “Professor…? It’s… quiet.”

  • Sarrira: “Are we… free?”

  • Lysandra: weeping softly in relief

  • Kaedric: “I remember… everything. Thank you.”

  • Bromdur: “We’re goin’ home… together.”

  • Ulf: “Tea… would be nice.”

Professor Renn smiles—a soft, breaking expression of love and sorrow.

Then he turns to the party:

“You brought them home. Now let us finally… go.”

He touches the bloodstone, now glowing white-gold with liberated soul essence, and all seven spirits dissolve into silver motes that rise through the ceiling like ascending fireflies.

The shack becomes silent.

The planar thin spot collapses—permanently.


AFTERWORD: Impact on Lygos

When the players return:

  • The bricked shack feels “lighter,” no longer cursed.

  • The smell of decay is gone.

  • A soft warmth radiates from the floorboards.

The Arcane Guild takes note. Some are frightened, some grateful.
Rumors swirl that the players performed a miracle by accident—or trespassed into necromancy.

Renn’s old students are now quiet local legends.

And the party?
They are the ones who freed the Lost Seven.