Tuesday, November 11, 2025

Kageyami, the Black Kitsune Necromancer.

๐Ÿ’€ KAGEYAMI, THE SHADOW NECROMANCER (GPM Icon) - FINAL INTEGRATION

Kageyami is the ultimate master of Necromancy and Shadow Magic, ruling his domain through terror and vast legions of undead. This profile details his power set and how it manifests in the Shadow Army of Kageyami adventure scenario.



I. GPM ICON CORE STATISTICS & SPECIES TRAITS

FeatureDetail and RuleNote
Monster Rating (MR):120(Initial starting MR for the climactic battle).
WIZ / CHR / INT12 / 25 / 24High mental stats for control and scheming.
Shadow Affinity (MAST)Passive: Gains a plus 3 bonus to all DEX SRs when attempting to hide in dim light or shadow.
Necromantic Aura (Regeneration)Kageyami gains 2 CON every time an opponent (or one of their own lesser minions) is killed nearby.Key Survival Mechanic in the Obelisk fight.

II. ADVENTURE-SPECIFIC MAST ABILITIES

This section defines the unique powers Kageyami uses during the Shadow Army of Kageyami adventure.

Ability NameRule and Application (Adventure Context)
Shadow Form (Evasion)Trigger: For every three 6s rolled in combat, Kageyami can shift into an ephemeral shadow form, becoming immune to physical damage for that round and requiring an L3 SR vs. DEX to hit on the next round.
Army Control Mechanic (Obelisk Buff)Passive: As long as the Shadow Obelisk is active, all Kageyami's undead minions gain plus 2 CON (or MR) and deal plus 1 damage Add per attack.
Army CoordinationPassive: Minions will fight with terrifying coordination. Their combat rolls gain plus 1 Add if they are within sight of each other.
Lair AdvantageBonus: The final confrontation area is permanently shadowed, activating the Shadow Form ability more frequently (now requires only two 6s rolled in combat instead of three).
Final ConfrontationWhen Kageyami reaches half MR (60 CON), their form shifts fully into the true, terrifying black kitsune hybrid form, gaining an extra 1d6 in their combat roll out of sheer desperation and rage.

III. PRIMARY NECROMANCER ARSENAL (Spells and Tactics)

This list includes the specific spells and tactics Kageyami uses to control the battlefield and avoid direct melee.

Spell/Tactic NameTypeRule & Application (Tactical Use)
Summon Shadow ThrallsSummoningSummons unique "Shadow Thralls" (MR 30 per 4 minions) as frontline shock troops.
DarknessUtilityCreates an area of supernatural shadow that gives Kageyami advantages (activating Shadow Form more easily).
Oh Go Away!TeleportationUsed to avoid direct engagement and retreat after casting damage spells.
Wizard's WrathDamageUsed as the powerful area spell against objectives or clustered adventurers.
Necromantic AuraHealingUsed constantly to regain health when nearby shadows/minions are destroyed by the party.

๐Ÿ’€ KAGEYAMI, THE SHADOW NECROMANCER (GPM Icon) - FULL 100-LEVEL PROGRESSION

Kageyami is the ultimate antagonist for the Kitsune Kindred, a master of Necromancy and Shadow Magic who actively seeks to corrupt or destroy other Kitsune.

I. GPM ICON CORE STATISTICS & KINDRED TRAITS

FeatureDetail and RuleNote
WIZ (Wizardry)times 2High magical affinity for shadow/illusion.
SPD (Speed)times 1.5Quick reactions and movement.
Shadow Affinity (MAST)Passive: The Kitsune gains a plus 3 bonus to all DEX SRs when attempting to hide in dim light or shadow.

II. ULTIMATE PROGRESSION CHART: SHADOW MASTERY (Lvl 1–100)

This exhaustive table tracks the Shadow Necromancer's entire power curve, explicitly detailing the benefit at each milestone.

LvlNecromancy/Control Progression Gained/UpgradedShadow/Void Mastery & Legacy ProgressionSpell Access
1Summon Dead (Core): Spend 10 WIZ to summon Shadow Wraiths. Necrotic Claws (+1d6 WIZ damage).Void Shroud I (L1 WIZ SR to gain plus 3 AP vs. physical damage for 1 round).1st Level Spells Unlocked (L1).
2Permanent Control I: Minions limit increases by plus 1.
3Minions limit increases by plus 2.
4Minions limit increases by plus 3.
5Minions limit increases by plus 4.
6Minions limit increases by plus 5.
7Minions limit increases by plus 6.
8Minions limit increases by plus 7.
9Minions limit increases by plus 8.
10Shadow Minion Upgrade: Can now summon MR 100 Deep Shroud Wraths.Legacy Ability: Shadow Blink (Active 1/combat: Teleport 10 feet).2nd Level Spells Unlocked (L10).
11Minions limit increases by plus 9.
12Minions limit increases by plus 10.
13Minions limit increases by plus 11.
14Minions limit increases by plus 12.
15Minions limit increases by plus 13.Life Force Drain I: Spend 10 WIZ. Drain 2d6 CON from one foe; recovers half that amount of CON.
16Minions limit increases by plus 14.
17Minions limit increases by plus 15.
18Minions limit increases by plus 16.
19Minions limit increases by plus 17.3rd Level Spells Unlocked (L20).
20Permanent Control II: Minions limit increases by plus 18 (Total).
21–24Soul Capture MAST: L4 WIZ SR to capture the soul of a recently deceased MR 30 or less being.4th Level Spells Unlocked (L25).
25Necrotic Burst: When damaging an undead foe, the Entity deals plus 2d6 bonus WIZ damage.Curse & Ailment Magic I: Spend 10 WIZ to impose a minus 3 penalty to one foe's CON SR.
26–39Summon Undead Army I: 1/day, summon 5 MR 75 Shadow Wraiths.Elemental Control I (Electricity): Active (1/day: 4d6 Electrical Damage).5th Level Spells Unlocked (L30).
40Life Force Drain II: Entity recovers full amount of CON drained.Telekinesis I (Levitation): Spend 5 WIZ. Move 1d6 objects (up to 10 lbs each) up to 10 feet.6th Level Spells Unlocked (L40).
41–49Mass Shadow Summons I: 1/day, summon 5 MR 75 Shadow Wraiths.Legacy Ability: Void Shift (Passive: Permanent plus 5 bonus to all SRs against physical traps).7th Level Spells Unlocked (L50).
50Permanent Control III: Max permanent minions increases by plus 5 (Total).Legacy Ability: Cosmic Drain (Active 1/day: Deal 5d6 WIZ damage and recover 5d6 WIZ points).
51–59Life Force Drain III: Drain 6d6 CON.Teleportation II: Teleportation distance increases to 100 feet (3/day).8th Level Spells Unlocked (L60).
60Permanent Control IV: Max permanent minions increases by plus 8 (Total).Curse & Ailment Magic II (Madness): Spend 15 WIZ to impose minus 5 penalty to target's INT/WIZ SR.9th Level Spells Unlocked (L70).
61–74Master of Souls: Minions gain an additional plus 5 Combat Adds.Telekinesis II (Push): Spend 10 WIZ. Force one foe to make a L6 STR SR or be pushed 10 feet and fall prone.
75Mass Shadow Summons II: 1/day, summon 15 MR 75 Shadow Wraiths.Warlord's Resilience (Defense: plus 8 bonus to SRs against holy magic/radiant damage).
76–89Permanent Control V: Max permanent minions increases by plus 12 (Total).Elemental Control II (Chaos): Spend 20 WIZ. Instantly destabilize one nearby non-Artifact technology.
90Feigned Death MAST: Active (1/week): L8 CON SR to feign death (immune to all damage for 1d6 turns).Telekinesis III (Crush): Spend 20 WIZ. Target one item; L8 WIZ SR to destroy it instantly.
91–99Permanent Control VI: Max permanent minions increases by plus 15 (Total).
100Abyssal Apex: All Necromancy spells cost 0 WIZ when cast while in darkness.Lichdom/Eternal Immortality (Achieves Lichdom/God-form only upon quest completion).Mythic Mastery Achieved.

IV. ARTIFACT WEAPON: THE SHADOW SCYTHE (Legacy Focus) (Section 4)

Artifact NameTypeRules & Application
The Shadow Scythe:Weapon Artifact (Scythe).Damage: 6d6 plus 15 Adds. Special Rule: WIZ Damage: Damage is treated as WIZ damage (unaffected by mundane armor).
Legacy Ability: Crypt CommandPassiveGrants a permanent plus 10 bonus to CHR when commanding legions of undead or negotiating with demons.

๐Ÿ’€ THE SHADOW ARMY OF KAGEYAMI (TYIS Adventure Module)



This adventure is designed for a party of 3-5 Player Monsters (PMs) of mid-level competence (Champion Tier, Level 30–50 equivalent). It focuses on investigation, exploration, a large-scale battle, and a climactic confrontation with the GPM Icon, Kageyami, the Black Kitsune Necromancer.

BACKGROUND: THE OBELISK OF SHADOW

Kageyami, the Black Kitsune Necromancer, has found an ancient artifact known as the Shadow Obelisk in the Sunken Marshes of Bodeleaf County. This artifact allows the channeling of negative energy on a vast scale, significantly augmenting their necromantic powers and linking the minds of all undead summoned within its aura, granting Kageyami total battlefield control. The slow march of this undead army threatens the vital trade post of Oakhaven.

PART 1: THE GATHERING STORM (INVESTIGATION)

Location: The Town of Oakhaven (Near the Sunken Marshes).

The Briefing: The adventurers arrive in Oakhaven to find the populace in a panic. The sky has been unnaturally dark for days, and scouting parties have disappeared. The town guard captain urgently requests their help.

Challenges: The party must prepare for war. They can buy supplies, hire local guards (who are terrified), and gather intelligence.

  • Persuasion Check: An L3 SR vs. CHR (Target 30) can convince a fearful local guide, Old Man Hemlock, to lead them through the treacherous marsh paths.

PART 2: THE SUNKEN MARSHES (EXPLORATION AND HAZARDS)

Location: The Sunken Marshes, leading to the Obelisk.

Hazard: Quicksand & Fog: The path is confusing. An L2 SR vs. LK (Target 20) is required to navigate correctly. Failure leads to an encounter with minor shadow creatures (MR 10–20, use the "Shadow Thrall" rules below).

Encounter: The Vanguard: The party encounters a small regiment of Kageyami's unique "Shadow Thralls" (MR 30 per 4 minions).

  • Army Control Mechanic: Kageyami is instantly alerted once the party passes this point. His minions will fight with terrifying coordination: their combat rolls gain plus 1 Add if they are within sight of each other.

Discovery: The Obelisk: The party arrives at a clearing where the Shadow Obelisk stands tall, bathing the area in an eerie purple light. Around it, the main army (MR 500 total, divided into manageable groups) is forming up. Kageyami is visible at the top of the obelisk, directing the forces with an effortless wave of their hands.

PART 3: THE BATTLE FOR OAKHAVEN (CLIMACTIC OBJECTIVE)

Location: The Obelisk Clearing.

The Army Control Power: The Shadow Obelisk acts as a "buff totem." As long as it is active, all of Kageyami's undead minions gain plus 2 CON (or MR) and deal plus 1 damage Add per attack.

Objective: The true objective is to reach Kageyami atop the Obelisk (L4 SR vs. DEX climb check) or destroy the obelisk itself.

  • Destroying the Obelisk: Requires three successful L4 SR vs. STR (Target 40) rolls with powerful weapons or magic spells (like Wizard's Wrath). While the party attempts this, they are swarmed by waves of Shadow Thralls.

PART 4: THE NECROMANCER'S LAIR (FINAL CONFRONTATION)

Location: The Obelisk Apex/Shadow Clearing.

The GPM Fight: Once the Obelisk is destroyed or the party reaches the top, the main fight with Kageyami, the Black Kitsune Necromancer begins (MR 120).

  • Lair Advantage: The area around the obelisk is permanently shadowed, activating Kageyami's Shadow Form ability more frequently (now requires only two 6s rolled in combat instead of three).

  • Tactics: Kageyami uses powerful area spells (Wizard's Wrath), teleports using Oh Go Away! to avoid direct engagement, and constantly uses their Necromantic Aura ability (recovering 2 CON when a minion is killed) by causing newly formed shadows to attack the party as minor minions (MR 10, 1d6 damage).

  • The Final Shift: When Kageyami reaches half MR (60 CON), their form shifts fully into the true, terrifying black kitsune hybrid form, gaining an extra 1d6 in their combat roll out of sheer desperation and rage.

CONCLUSION

If the party defeats Kageyami, the remaining army crumbles to dust instantly. The unnaturally dark skies clear, sunlight streams down upon Oakhaven, and the town is safe. The party has saved the day and claimed a powerful foe's treasure hoard (standard M!M 2.7 treasure generation).


๐ŸŒ‘ THE SIEGE OF THE INNER VEIL: Deep Shroud Follow-up Adventure



(This adventure is the direct continuation of the first campaign module, The Shadow Army of Kageyami, and escalates the threat to the core Kindred settlements on Achrox.)

I. . GPM ICON PROFILE: THE SHADOW WARLORD

This GPM is the Commander of the Siege, utilizing heavy armor and Void Corruption to bypass the defenses of the Irish Fey/Leprechaun allies.

Rating / Combat / DefenseAttribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK)
Monster Rating (MR): 150STR 40, CON 60, DEX 15, SPD 15, INT 20, WIZ 0, CHR 0, LK 0
Armor Protection (AP): 8 (Heavy Plate)UDR: 4

Key Ability: Void Corruption: All successful melee attacks inflict 1 point of permanent Void Corruption damage (GM tracking).

Key Ability: Armored Advance: The Warlord is slow but heavily protected; they gain Advantage on all STR SRs made to break through barricades or force movement.


II. ADVENTURE FLOW (Phase Breakdown)

Location: The Ashwood Meadows region of Bodeleaf County (home to the Irish Fey/Leprechauns).

The Problem: The Shroud has bypassed the Tygerian external defenses by striking at the fragile magical structure of the Fey, initiating a full siege with heavy, armored monsters.

Phase 1: The Monolith Breach (Reconnaissance & Infiltration)

The PMs arrive to find the Ashwood Meadows under heavy siege.

  • Obstacle: Armored Shadow Sentinels surround the Fey Monolith.

  • MAST Opportunity (Rogue Runner / Ninja): The Rogue Runner must use Stealth Mastery (DEX SR) to sneak past the Sentinels and assess their weak points.

  • The Clue: The PMs discover the Shroud Warlord is using a single, portable Void Shroud Relay—a complex mechanical object—to keep the breach open.

Phase 2: The Siege Engine (Combat & Engineering)

The PMs must neutralize the Warlord and destroy the relay device before the entire Monolith is corrupted.

  • The Threat: The Shadow Warlord (MR 150) is protected by the Void Shroud Relay (MR 50, immobile).

  • The Challenge: The PMs must choose: engage the Warlord directly (Warrior/Barbarian focus) or focus on the Void Shroud Relay first.

  • MAST Opportunity (Artificer / Engineer): The Artificer must use Device Crafting (INT SR) to analyze and potentially sabotage the Void Shroud Relay.

Phase 3: The Aftermath (Diplomacy & Healing)

Upon defeating the Warlord, the magic breach closes, but the Fey Monolith is severely damaged and leaking magic chaotically.

  • The Dilemma: The local Fey leader is panicked and demands the Monolith be destroyed. Lord Alaric (the Emissary) warns that destroying it will weaken the Tygerian Alliance's defensive network.

  • MAST Opportunity (Emissary / Mystic): The Emissary must use Diplomatic Immunity (CHR SR) to mediate, delaying destruction. The Mystic/Shaman must use their best healing magic (L5 spells, Cleansing Ritual) to stabilize the Monolith's energy leakage (a high WIZ SR).


IV. Rewards and Conclusion

AP Award: PMs receive 600 AP + 50 AP per MR defeated, reflecting the mastery needed for a L4–L7 challenge.

Integration: The party's decision regarding the Monolith directly impacts the political standing of the Fey and the overall magical stability of the Tygerian Isles IP.

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