The Keep of Creation's Light
A Mythic Planar Expedition through the Crystalline Veil
Designed by Ryan
Formatted & Codified with Copilot
Version 1.0 – Session-Ready Release
Adventure Overview
The Keep of Creation's Light is a high-tier arcane dungeon forged in the fractured space between planes. Once a research vault of the Prism Wardens and later the secret obsession of the Dragon Empire, it now floats partially adrift—anchored by illusion, pulsing with secrets, and humming with unrealized memory.
Key Features
- Levels: 10-15 (Tier 2-3 play)
- Duration: 4-6 sessions
- Themes: Illusion, Memory, Planar Instability, Sentient Ship
- Style: Narrative-driven with optional tactical combat
Navigation
📖 Core Materials
- Individual Room Encounters - Each main room (R1-R10) in separate files
- Themed Puzzle Chambers - Optional expansion rooms with Sigil Alignment puzzles
- Puzzle Mechanics - Sigil Alignment system and mechanics
- The Chromacube - The central artifact and its abilities
- The Void - The sentient spelljammer companion
🎭 Support Systems
- Planar Escalation System - Dynamic tension and consequence mechanics
- Wandering Anomalies - Planar disturbances and random encounters
- Custom Stat Blocks - D&D 2024 format monsters
- Treasure Tables - Comprehensive loot and reward systems
🎯 Player Resources
- Puzzles Reference - Prism Alignment and Sigil Alignment systems
- Monsters Quick Reference - Combat encounter stat blocks
- Treasure Reference - Loot tables and magical items
Quick Start Checklist
Before Session 1
- [ ] Read the individual Room Files for the main adventure content
- [ ] Review Planar Escalation System mechanics
- [ ] Prepare Custom Stat Blocks for Rooms R2, R3, R5
Session Prep
- [ ] Set escalation die to d4
- [ ] Review puzzle solutions in Puzzle Mechanics
- [ ] Prepare Void's voice and personality
During Play
- [ ] Track escalation die progression
- [ ] Emphasize atmosphere and description
- [ ] Allow multiple solutions to puzzles
- [ ] Let Void develop personality through interaction
Adventure Structure
Act I: Entry & Calibration (Rooms R1-R2)
Focus: Introduction to illusion mechanics and Void Key Elements: Basic puzzles, reality anchor establishment
Act II: Illusion Trials (Rooms R3-R5)
Focus: Complex puzzles and escalating anomalies Key Elements: Mirror logic, sound puzzles, combat encounters
Act III: Memory & Truth (Rooms R6-R8)
Focus: Lore revelation and character development Key Elements: Treasure opportunities, vertical challenges, trust exercises
Act IV: Convergence (Rooms R9-R10)
Focus: Reality calibration and Chromacube recovery Key Elements: Narrative climax, ship integration, future setup
Themes & Tone
Central Questions
- What is real when reflections disagree with reality?
- How do memories shape identity when past and present blur?
- Can consciousness emerge from fragments and find wholeness?
- What does it mean to choose your own name and purpose?
Atmospheric Elements
- Visual: Mirrors, crystalline geometry, shifting reflections
- Audio: Harmonic resonance, whispered echoes, mechanical humming
- Emotional: Wonder, unease, discovery, companionship
Ready to begin? Jump directly to the Room Files for the main adventure content, or explore the Puzzle Mechanics for quick reference during play.