๐ 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
II. ADVENTURE-SPECIFIC MAST ABILITIES
This section defines the unique powers Kageyami uses during the Shadow Army of Kageyami adventure.
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.
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).
๐ 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 / Defense | Attribute Scores (STR / CON / DEX / SPD / INT / WIZ / CHR / LK) |
| Monster Rating (MR): 150 | STR 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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