Chapter 1: In the Shadows of the Party

The sun is slowly setting behind the mountains when you arrive in Lasteveng. The city streets are pulsating with life. Colorful fabrics hang like roofs between the buildings, dancing in the wind. Small children run laughing between the stalls, where vendors call out their wares – candied nuts, freshly grilled meat, shimmering pieces of fabric from the Rivle forests.
Music is heard everywhere: tambourines, flutes, the deep rhythm of drums that makes the ground vibrate beneath your feet. The air is heavy with scents – sweet cider, burnt wood, spices that sting your nose. Fire-eaters swirl through the crowds, their flames painted in the last shade of blue in the sky.
You move among them, a shadow dressed in the colors of the people. Your eyes search for clues, and soon the wind carries secrets to your ears. An over-excited soldier, swearing at a sentry post, laments how the king’s whims have made everything worse. An aging storyteller, sitting by a square fountain, speaks softly of the ”Guardian of Shadows” who still watches over the heart of the Citadel.
Among the market stalls, you discover something unexpected: an old map, dirty and worn, showing tunnels beneath the city walls. The map’s vendor, a shadowy figure with narrow eyes, demands not coins but information – a whisper about who rules the city’s underworld.
A child grabs your cloak, begging for a coin. In its eyes you see not only hunger but something more – fear. The child warns you, in a trembling voice, about guards without weapons. ”They don’t look like soldiers,” the child whispers, ”but they see everything.”
Slowly you piece together the final pieces of your plan. The Fountain of Shadows, a secret passage; a grumbling guard who can be persuaded; a crack in the Citadel’s magical protection. The evening is growing darker, and you know that your true trial will soon begin.
As the party’s fire-eaters light up the sky with sparkling light, you sneak towards the walls. No one sees you leave the city’s party. But in the shadows, something watches. And the first step towards the crown is taken.
Atmosphere and setting:
Colorful fabrics hang between the buildings, lanterns of blue and gold glow in the dusk. The aroma of spiced meat and sweet pastries fills the air. Music – laughter, drums, flutes – echoes through the narrow alleys.
Sensory impressions:
- Taste of sweet cider and salted fish.
- Pungent smell from the fire eaters’ torches.
- Rough stone underfoot, sometimes slippery from spilled drinks.
Interactions:
- An old storyteller from the forests of Rivle whispers of ”shadows that still watch over the king’s treasure.”
- An over-indulged soldier laments that his pay has decreased while the king’s paranoia has increased.
- A marketer sells copies of keys, one of which may be real (Intuition or Investigation to determine).
Hidden risks:
- A civilian scout from the King’s Secret Service watches strangers in the crowd.
- A child tries to steal a purse from the player.
Chapter 2: Through Stone and Shadows

Night has lowered its black blanket over Lasteveng. Only the torches on the walls cast faint shadows that dance along the stones. You stand hidden in an alley, watching the guards’ movement patterns. Every step they take is followed by a metallic rattle, every breath they draw swirls away in the night wind.
You move like a whisper, stepping into an old sewer opening at the foot of the city. The stench is intoxicating – rotting wood, old ash and something reminiscent of forgotten magic. Beneath the city’s surface is another world: a labyrinth of passageways where time itself seems to have forgotten its course.
Narrow stairs lead up to the courtyard, where stone statues watch with empty eyes. You listen. A rumble, dull and rhythmic, vibrates through the ground. The heart of the citadel beats – a pulse of protective magic and forgotten oaths.
A sudden whisper in the wind warns you. A resonant trap activates in front of you, runes that vibrate when you touch the wrong stone. You hold your breath, press yourself against the wall, and see a guard patrolling past – his steps guided by habit, not vigilance. As he passes, you continue, one step at a time, towards the tower where the crown awaits.
Mood and setting:
Moonlight plays over high gray walls that bear the scars of old sieges. Watchtower bonfires burn faintly, and the wind howls through narrow loopholes.
Sensory impressions:
- The cold bites through the clothes.
- The stench of old bird droppings mixes with the smell of smoke.
Interactions:
- A tired guard who grumbles about ”the damned night watchman” and how he dreams of moving to Silverspire.
- An old smuggler’s path through the sewers – half destroyed but possible to penetrate.
Hidden risks:
- A magical resonance trap is triggered if the player moves too quickly across the courtyard’s paving.
Chapter 3: The Ancient Doors

The courtyard lies like a stone eye open to the night. High arches bear inscriptions from forgotten times, and above them float globes of light, casting ghostly shadows. Your presence is an interruption in this ancient silence.
At the foot of the gate rests a rune lock – a riddle in shining symbols. You kneel, feeling the power tremble beneath your fingertips. Any wrong move could be your last.
Time is your enemy here, but also your ally. With cunning and insight, by following the faint pulses of the runes, you manage to unlock the door and sneak inside.
Inside the Citadel, the air is thick with dust and magic. The walls are adorned with tapestries depicting the greatness of Lasteveng – and its fall. Shadows move in the corners of the eyes; illusionary guards patrol the corridors, peering with eyes that see but yet do not see.
You glide past them, a figure among the shadows.
Atmosphere and setting:
Cold, carved stone figures gaze down from the roofs. Magical symbols glow faintly along the gates and the stone slabs whisper as the wind moves.
Sensory impressions:
- Smell of moss and damp from old walls.
- Trembling light from floating light balls high above head height.
Interactions:
- A lone soldier prays a prayer to the Heart of Thorn before his shift – can be persuaded or seduced with the right words.
- The player can observe guard patterns to find weaknesses.
Hidden risks:
- Stepping over the wrong tiles can trigger both alarms and traps (rune-activated weapons).
Chapter 4: The Curse of the Tower Room

The stairs up to the tower spiral through the darkness. Every step you take echoes like a heartbeat, every breath you take is a risk.
Finally, you reach the top.
The tower room is not what you expected. Instead of a throne or treasury, you are greeted by mirrors, countless mirrors, angled to reflect a thousand versions of yourself – and of something else. Something bigger. Something waiting.
In the center, the crown floats, encased in a glass dome that pulsates faintly. Its light is like stars trapped in amber. As you step among the mirrors, the illusions begin to move, the mirror images of guards turning on you, drawing swords, marching towards you.
Your body reacts on instinct. You move between the mirrors, dodging their sweeping blows, finding your way to the dome. Your fingertips touch the glass, and a murmur of voices fills the tower.
”Who carries our burden now?”
”Who invites the shadows to dance?”
Your hand trembles as you lift the crown. When you touch it, it feels as if time stops. A chill penetrates your soul, and a voice, soft and relentless, whispers in your mind:
”Power without purpose is emptiness. Purpose without heart is ruin.”
You know this moment changes you. No matter what happens from here on out, you’re no longer just a thief.
Atmosphere and setting:
The top of the tower is a chamber of mirrors, twisted surfaces reflecting distorted images. The crown floats in the center, enclosed in a powerful glass dome.
Sensory impressions:
- The air vibrates with powerful magic.
- Cold licks the skin – a feeling of being watched.
Interactions:
- Illusionary guards cannot physically stop the player but try to create confusion.
- The correct order of mirrors can disable the dome’s protection (Arcana or Investigation).
Surprise:
- The crown speaks telepathically when touched:
”You touch more than gold… You touch destiny itself.”
Chapter 5: The Hunt Through the Night

The alarm bells are ringing. The light from torches and fireballs illuminate the night like false suns. The cries of the guards cut through the darkness.
With the crown hidden at your chest, you throw yourself out into the courtyard. Behind you you hear the clatter of boots, whining arrows whizzing by. The choice is yours – the catacombs beneath the Citadel, the chaos of the festival, or the treacherous rooftops.
Through tunnels filled with damp and bone-crunching, where old spirits seem to reach out their hands for you, you push forward.
Or through streets where children and animals flee the tumult, where every corner can hide a friend or an enemy.
Or over roof tiles more slippery than ice, where a misstep means death, and where Captain Veylor Durn himself chases after you with sword and anger in his eyes.
Chance interferes with your fate. A fleeing deer tears down a stall. A group of children play cops and robbers and point at you. Smoke from the fire pits obscures your view. Every breath you take is a victory over death.
Mood and environment:
Alarm bells ring. The cries of the guards cut through the night. Firelight illuminates courtyards and walls. Shadows dance like living creatures between the buildings.
Sensory impressions:
- The pounding of the heart throbs in the ears.
- The breath forms clouds in the cold.
Escape routes:
- The Catacombs: The stench of old death. Pitfalls and ancient ritual sigils.
- Festival chaos: Rattling market stalls, wild animals released.
- The roof: High altitudes, swaying bricks and willows that wind through the night.
Random encounters:
- A fleeing deer from the Rivle forests tears down a tent canvas, opening an unexpected escape route.
- A guard grabs a lantern and shines the light directly on the player.
Chapter 6: The End of the Road

Finally, beyond the shadow of the walls, the world rests in silence again.
You hold the crown in your hand. It feels heavier than any treasure should. The silence around you is not a release, but a question. A choice.
Do you give the crown to The Silent Flutes?
Do you keep it for yourself, despite the whispers in your mind?
Or do you throw it into the river of oblivion and let Lasteveng’s fate be what it will?
No matter your choice, you feel how something has changed in the world. A door has opened. The shadows of the Siege of Shadows stir again in their graves. And your role in history has only just begun.
Epilogue: The Promise of Shadows
In the winding corridors of the future, something whispers your name.
Maybe as a hero.
Maybe as a traitor.
But always – as one who dared to defy fate.
Choices and consequences:
- Deliver the Crown: The revolution is gaining momentum, but perhaps not as The Silent Flutes promised.
- Keeping the Crown: The Crown begins to whisper of power, promises, and ancient secrets from the Siege of Shadows.
- Escape without the crown: The fate of the city changes, but the player is free – for now.
Seeds for future adventures:
- The shadows in the forests of Rivle awaken again.
- A new player rises in the Talgtok desert.
- The Star Council of Silverspire sends envoys to reclaim what they believe is theirs.
Mini-Quests from Rumors of the Party
As the player gathers information in the festival crowds, they can also pick up small opportunities:
Mini-Quest 1: The Old Fountain
An elderly priest tells of a forgotten path into the Citadel through the ”Fountain of Shadows”.
- Task: Locate the fountain and find out how to open it.
- Reward: A secret entrance directly to the lower level of the tower.
Mini-Quest 2: The Disgruntled Guard’s Bribery
An overexcited guard grumbles about his dissatisfaction with his salary.
- Task: Give him a bribe or help him win in a betting tent.
- Reward: A key pass card that can trick certain rune traps.
Mini-Quest 3: Silverspire Rumors
A traveling magician from Silverspire mumbles about a certain ”Runelock 117” that has a weak point.
- Task: Get him to talk (persuade, trick or buy him drunk).
- Reward: Information that lowers the DC to break the Runelock in the Inner Courtyard.
Ready-made lines for important NPCs
Mistral Keeneye (contact in The Silent Flutes)
At the first meeting at a remote tavern:
”The people of Lasteveng live on their knees, but the crown you seek could be their torch. The question is – will you light it for them… or for yourself?”
When Mistral gets the crown:
”Well done. Now the next phase begins. You didn’t think this was the end, did you?”
Captain Veylor Durn (Officer of the Watch)
Upon detection:
”On my honor and for the future of Lasteveng – you will not leave these walls alive!”
During interrogation (if the player is caught):
”A thief is always a traitor. But sometimes, a traitor can be useful… depending on who you choose to betray.”
King Miron II (if the player meets him directly)
Proud but slightly broken:
”Those who seek power over the crown often find that the crown carries them to their own graves.”
Tips on Development Stages for the Crown from Lasteveng
1. Deepen the World connection
- Briefly refer to other places/factions in the world in dialogues, rumors, and environmental descriptions.
- Example: Talgtok’s desert groups that previously tried to infiltrate Lasteveng.
- Some guard might mutter about ”Silverspire magic” when the runes are discussed.
2. More Rewards
- Trust in ”The Silent Flutes” gives access to a secret network.
- A unique magical item: Signet Ring of Night (can create a short-term invisibility once per day).
- Reputation and contacts in Lasteveng (among guards, smugglers and merchants).
3. Consequences of Failure
- Prison in the Citadel’s deepest vault (possible escape adventure!).
- ”The Silent Flutes” see the player as a security risk and may hunt them down.
- King Miron II strengthens his power and creates an ”Exceptional Law”, which affects future adventures in Redelf World.
4. Flexibility for Other Systems
- Short guide:
- D&D DC 15–20 = Difficulty ”Normal–High” in most systems.
- Magical effects can be considered ”powerful” (level 5-6) in FATE Core or the equivalent level in other fantasy RPGs.
- The game leader is asked to adjust the difficulty based on the group’s system and experience.
Good to Consider as a Game Director for Kronan from Lasteveng
- Player choice is at the center:
Let their decisions shape the story – even if it leads to unexpected paths. - Improvisation is your best friend:
Plan scenes, not outcomes. Adapt challenges to the players’ actions. - Keep the world alive:
Have NPCs react to the players’ actions, and show that their actions change Lasteveng. - Build on mood and sensory impressions:
Use smells, sounds, and feelings to deepen the experience – not just what they see. - Reward creativity:
When players think outside the box, don’t say ”no” – say ”yes, and…” or ”yes, but…”. - Change the tempo:
Mix excitement with calm, danger with celebration. Give them time to breathe – before the next storm comes. - Be brave:
Don’t just create an adventure – create memories.