TEXT: Mission Folio
  DeFoggi
  Feehan
  Ruthenbeck
  
  Developed by: Ryan M. Danks
  Written by: John-Matthew DeFoggi
  Edited by: Ryan M. Danks
  Layout by:  Jesse Ferguson
  Art by: Tomasz Sciolny
  © 2017 Reroll Productions, All Rights Reserved
  This work is based on Fate Core System and Fate Accelerated Edition 
  (found at http://www.faterpg.com/), products of Evil Hat Productions, 
  LLC, developed, authored, and edited by Leonard Balsera, Brian Engard, 
  Jeremy Keller, Ryan Macklin, Mike Olson, Clark Valentine, Amanda Val-
  entine, Fred Hicks, and Rob Donoghue, and licensed for our use under the 
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  Fate™ is a trademark of Evil Hat Productions, LLC. The Powered by Fate 
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  © Evil Hat Productions, LLC and is used with permission.
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  sion. The Four Actions icons were designed by Jeremy Keller.
  Mission Folio
  
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  shadowcraft - Mission Folio
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  Introduction
  Missions are at the core of a session of Shadowcraft. They are what gives 
  a group of Shadow Agents purpose. In some ways, they are much like the 
  traditional fantasy quest. Missions bind the group together, define their foes, 
  and provide a reward. But missions differ from the standard adventure in 
  principle. Shadow Agents are not itinerant wanderers who meet at an inn; 
  they were chosen by their superiors for their particular skill sets. Shadow 
  Agents are not pitted against random monster, but the forces of a dark foe 
  that seek to end the Noraluan way of life. Shadow Agents are not after 
  wealth, but to free their land from the shadow of Spectres.
  Shadowcraft missions require a much tighter focus than a typical fantasy 
  adventure. This supplement gives Game Masters the tools they will need to 
  create mission frameworks, as well as twenty mission briefings. Tell your 
  agents to grab their gear, prepare their expressions, and get to work. Arcadia 
  will not save itself.
  Shadow Agent Teams
  Teams of Shadow Agents are often brought together for specific purposes. 
  And if that unique mix of Agents turns out to be successful at a particular 
  type of mission, you can be sure the Ministry will be looking to repeat that 
  kind of success as often as it can. Part of Fate is creating a group identity, a 
  unique story for your characters as one of the lens through which you view 
  the world. As Shadowcraft has a slightly narrower focus than a traditional 
  fantasy game, below are some sample Shadow Agent Teams. These teams 
  have all grown to the point where they have split into a number of smaller 
  teams, each one lead by one of the original members, each still claiming the 
  original title. Plus, establish teams recruit new members when Agents fall, 
  allowing for new recruits to be shepherded by veteran agents, continuing the 
  theme.
  The following Shadow Agent Teams can be used as starting points for 
  players and Gamemasters to communicate what type of story they want to 
  tell. Does your group want to play as part of the Crimson Tatters? Expect 
  high-octane monster hunting. Fancy yourselves more a group of relic hunting 
  dungeon delvers? Check out the Lonely Companions as a possible starting 
  point. They also provide Gamemasters with potential allies and rivals to use 
  in their games. The Ministry is not a monolithic organization, and often 
  teams of Shadow Agents can be caught working opposite sides of the same 
  mission. 
  
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  shadowcraft - Mission Folio
  Additionally, perhaps your table’s team is a joint taskforce. An 
  amalgamation of specialists from a variety of established teams brought 
  together for a particular mission. One which may go down in the legends of 
  the Glamour War. A legend which may lead to the creation of a team of its 
  own.
  An established team may become a group aspect for all of the members to 
  call on. Members of the Broken Key, whoever they may be at this time, have 
  a history of finding out things better left unknown. Why not make it a joint 
  aspect the group can draw on?
  Each team has also been pre-assigned missions from this book which suit 
  its style. 
  The Broken Key
  You are the Broken Key. You know what people wish you didn’t. Whether 
  this is the name of the Summer King’s lover or an eldritch passphrase, your 
  mind is riven with expressions of memory, and you recall everything. You are 
  an investigator, a code breaker, and a torturer as the need arises. Your mission 
  is to hear without being heard, see without being seen. You know what needs 
  knowing, though it sears your soul.
  The Cold Iron
  You are the Cold Iron Veil.  Charming as you are dangerous, you dance 
  between the courts with the cruel grace and hungry rapine of a shrike. You 
  can smell traitor’s blood, and you know their weaknesses.  A lover of nothing 
  but justice and freedom, you none the less wear the alluring garb of the 
  ballrooms and boudoirs. You are a blackmailer, a manipulator, a player at 
  intrigues, and a scryer of glamours. Your mission is to hunt down the hexed, 
  the enchanted, the traitors and wipe them out.
  The Crimson Tatters
  You are the Crimson Tatters. Disgraced Shadow Agents too valuable to 
  retire, too dangerous to release into the wild. Your death would be considered 
  a personal favor to a good half the Noraluan Courts and your name has 
  permanent status on the Winter Court’s “Talon Canto” a public kill list 
  turned lullaby.  You are a survivor, a hunter, and a butcher in turn.  Your 
  mission is to kill it. Large or small, whether you live or not is less important 
  than whether it dies. 
  
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  The Glint
  You are The Glint.  Like the secret voice of sparrows on the wing or the 
  spinning flash of minnows, you are the unseen hand guiding seemingly 
  unrelated events.  A small army of battle-scarred adventurers, overworked 
  administrators, sweating day laborers, cunning thieves, and kept women all 
  answer to you whether they know it or not.  From where you are standing it 
  is all connected, and you know exactly who and where to push, pull, bribe, or 
  threaten.  Never in person but never still, you are the spider in the web. Your 
  mission is to know it all and with that knowledge break the Spectres who 
  unwittingly stumble across your ever widening path.
  The Lonely Companions
  You are the Lonely Companions. You toil alongside the subterranean crypts 
  of your predecessors, their very bones, and your own the keepers of secrets 
  too dangerous for the Winter Court, the Spectres, or even the Ministry to 
  know.  You are delvers, smugglers, thieves, and liars, protecting a thankless 
  world.  Your Mission is to recover the lost magic of the fey, the reality-
  bending, world ending, mind breaking wonders of an ageless aeon and put it 
  where no-one will ever find it. Ever.
  
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  Roll 
  4dF
  Mission Type
  -4 Assassination: The Ministry has sent the agents after a high 
  priority target. Terminate with extreme prejudice.
  -3 Retrieval: A deep cover asset (personnel or relic) needs pulled out 
  before they (it) are discovered.
  -2 Counter-Espionage: The Ministry has sent the agents after a 
  high priority target. They must flip the asset through any means 
  necessary.
  -1 Decoy: The agents are providing cover for another team’s 
  mission.
  0 Intelligence: Someone has information that the Ministry has 
  deemed necessary. The Agents have been tasked with its recovery.
  +1 Counter-Intelligence: Spectre may have discovered something 
  damning. Find out what it is, and either steal it, destroy it, or 
  replace it with false intel.
  +2 Sabotage: A Spectre operation has come to light. Put an end to it.
  +3 Delve: The Ministry has established the location of a Fey relic 
  which must be recovered before Spectres can get their hands on it.
  +4 Expurgation: New information has been gained concerning a 
  Shadowland, legendary creature, or curse. Act on it, and cleanse 
  Arcadia from its foulness.
  Random Missions
  Sometimes a Gamemaster will have an idea for a mission in mind, and 
  other times, they need something to get the creative juices flowing. Below 
  are a set of tables to craft a mission briefing with a series of 4df rolls. Some 
  of these rolls will produce a tight adventure framework for a game master, 
  while others may still require some thought to figure out how the pieces all 
  fit together. They are meant to help provide a quick outline of a mission, not 
  replace a game master.
  
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  Roll 
  4dF
  locaTion
  -4 Sidhe (page 98): The Agents mission will take them to the edge of 
  the known world. To the city of Sidhe, controlled by the Winter 
  Court.
  -3 Hedge (page 98): The Hedge extends for many miles along the 
  southern reaches of Arcadia. It is the heart Winter Court’s land, 
  and they have many clandestine operations hidden in the shadow 
  of the brambles.
  -2 Southern Villages: These are the places lost in the first hours of the 
  Nightmare Hordes arrival. They have been under the sway of the 
  Winter Court since that time, abandoned by the Courts due to the 
  Treaty of Ceol. Also, the Breach is found here, and its corruption 
  demarcates the border of the Winter Courts’ holdings.
  -1 Ironhold Mountains (page 99): The realm of the Stonekin is deep 
  within the halls of the mountain. Even here, protected by distance 
  and stone, the Glamour War is waged.
  0 Ceol (page 96): At the heart of Arcadia, and the Glamour War, 
  Ceol is a hot bed of espionage activity. The divided city, each side 
  holding half of it, provides the perfect backdrop for any mission.
  +1 Ban Wood (page 100): Home to the Sylvan, and strange ancient 
  expressions, the land here is heavy with enchantment. More so 
  than anywhere else in court held lands, nothing is as it seems.
  +2 Shadowlands: These areas of poisoned essence congeal throughout 
  the realm, although most are found at site of battle or within the 
  Winter Court controlled lands. Dark expression holds sway within, 
  and Spectre agents love to create them to expand their influence.
  +3 Fey Ruin: Scattered throughout Arcadia, these ruins may hold 
  the secrets the Courts need to turn the War in their favor. Built by 
  the Lost Ones’ inscrutable masters, they are laws unto themselves. 
  Secrets and danger lie within.
  +4 The Realm Tenebrous (page 22): It sounds impossible, but the 
  mission will require the Agents to leave Arcadia behind and travel, 
  in body or spirit, into the Realm Tenebrous. The Quartermaster 
  better have a unique artifact, or the handler some pertinent 
  information on how to cross over.
  
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  Roll 
  4dF
  ThReaTs
  -4 Villain: There are those whose names are whispered. Members 
  of Winter who cause terror in all who know of them. Their 
  reach is long and their attention deadly. See pages 136-146 of the 
  Shadowcraft book for terrible foes.
  -3 Fey Cursed: Whether the fallout of a familial bane or the subject 
  of an ancient expression drug up from a ruin, the Shadow Agents 
  must face a fey cursed soul. 
  -2 Monsters: Arcadia is home to more than just the Lost Ones. 
  Ogres, formorians, and giants roam Winter’s lands and often 
  cross north of the Breach. Soldiers of the Lost Ones may be ill-
  equipped to putting such an incursion down, and Shadow Agents 
  may find themselves acting as a silvered dagger in the heart of 
  these beasts.
  -1 Spectres: The dark mirror of the Shadow Agents, these are 
  Winter’s elite soldiers of the Glamour War. Wherever Shadow 
  Agents ply their trade, there is a good chance there are Spectres 
  dogging their heels.
  0 The Winter Court: These are the nobles, soldiers, and citizenry of 
  the Winter Court. The vast majority of Kormillians in the north 
  fall into this category. 
  +1 Spectres: The dark mirror of the Shadow Agents, these are 
  Winter’s elite soldiers of the Glamour War. Wherever Shadow 
  Agents ply their trade, there is a good chance there are Spectres 
  dogging their heels.
  +2 The Hawk: A constant thorn in the side of the Ministry and its 
  agents, The Hawk constantly root out espionage in Noraluan 
  lands. 
  +3 Agents of the Courts: There are as many agendas in the Noraluan 
  lands are there are ministers. Sometimes Shadow Agents may find 
  themselves opposing their own countrymen for the greater good 
  of Arcadia. This can be due to deception, machinations, or even 
  vendettas.
  +4 Double Agents: Shadow Agents are not the only ones who know 
  the benefits of a well-placed agent. Sometimes the foe they fight 
  against is one of their own who has sold out the Noraluan way of 
  life.
  
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  Interest Tables
  The above tables provide the who, where, and why for a scenario, but 
  sometimes you need a what. Below are three tables for people, objects, and 
  information of interest to provide the GM with more inspiration. Roll on any 
  or all of the following tables to help generate a mission.
  Roll 
  1dF
  inTeResT
  -1 Information of Interest
  0 Object of Interest
  +1 Person of Interest
  Roll 
  2dF
  inFoRMaTion
  -2 Key to a Shadowland: Could it be possible that this information 
  contains what the Shadow Agents would need to cleanse a Shadow 
  Land? 
  -1 Study of a Fey Ruin: Whichever side has been working on it, they 
  have discovered pertinent information on how to access one of the 
  great Fey ruins.
  0 Intelligence on the Winter Court: Intelligence of this sort is what 
  keeps the Shadow Agents active. Information on weaknesses in the 
  Nightmare Horde, strategic deployments, potential double agents, 
  or Spectre plans. This information should always lead to more 
  missions.
  +1 Intelligence on the Noraluan Court: This is strategic information 
  on the Noraluan court. If it were to get out it could: foster strife 
  between the Lost Ones, expose weaknesses in the Armies of the 
  Lost, or expose secrets the Ministry would prefer to keep buried.
  +2 Identity of a Double Agent: The first step to dealing with a double 
  agent is knowing one is there.
  
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  Roll 
  2dF
  objecT
  -2 Relic: These items are powerful enough to swing the balance 
  of power in a conflict. Keeping them out of Spectre hands, or 
  recovering them, are always a top Ministry priority. 
  -1 Formorian Data: The Formorians are still a mystery to the 
  Ministry. Any information that could be added to the Codex is 
  well worth the risk to recover. 
  0 Access: In the Glamour War, overcoming security is often the first 
  step in a mission. This can mean: getting invited to the right party, 
  having a meeting scheduled with the correct individual, learning 
  the passcode to a Spectre safehouse, or sometimes even having a 
  specific key.
  +1 Incriminating Documentation: Noraluan or Kormillian, 
  documents this damning are always desired. The Ministry uses 
  them to keep allies in line, recruit blackmailed Kormillians, or 
  justify sanctioned assassination.
  +2 Map of Fey Ruin: Fey ruins abound, but not all are known. This 
  map provides the means to find an obscured ruin. Perhaps it lies 
  through a portal in the Banwood, or at beneath the Tower of the 
  Magistrate within Ceol. Or at the bottom of the Breach?
  Roll 
  2dF
  people
  -2 Expressionist: A powerful expressionist has come under scrutiny 
  and must be dealt with.
  -1 Soldier: A member of the Army of the Lost, or its Winter 
  counterpart the Nightmare Horde, must be taken care of.
  0 Courier: The mission targets someone carrying vital messages or 
  information.
  +1 Courtier: One of the many nobles within Arcadia has drawn the 
  attention of the Ministry.
  +2 Minister: One of Noraluans own is the person of interest in this 
  mission.
  
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  11
  Mission Outlines
  Below are twenty mission outlines for you to bring to the table. Each is laid 
  out in the following fashion: Rope, Knot, and Noose. The Rope provides 
  the hook for each mission. The Knot fleshes out the twists and turns of the 
  mission. And Noose provides the climax. 
  The Banquet of the Sinner King
  Rope
  Beck Madeyes (see page 138) is hosting one of his annual banquets. The 
  greater courts of the Noraluans and Kormillians will be in attendance, as it is 
  strangely within view of this madman that the Glamour War can be set aside. 
  The Shadow Agents are in attendance as well. Messages are passed, alliances 
  are set, and a year’s worth of missions may be mined from this singular 
  evening. The Sinner King sits upon his dais, hand forever on his black blade, 
  searching for some unseen infraction. An excuse to feed someone to his 
  sphinx.
  Knot
  The intelligence potential of this banquet is mind boggling. The Ministry 
  has a chance to observe Kormillian agents who never travel north of Sidhe. 
  They also must maintain the highest level of vigilance as they are tasked with 
  security of all court members. Spectre roams these halls, so all who attend 
  are at risk for death, blackmail, and enchantment. While Madeyes nominally 
  keeps the peace, he also enjoys a good show, so will only step in before the 
  final blow falls. Many an old score between Spectre and the Ministry are 
  settled in the halls of the Sinner King.
  Noose
  This is also the time when the courts negotiate with Beck, seeking to turn 
  the mad mercenary into a weapon against the other. The stakes are high, as 
  Beck’s army has grown over the winter. The Ministry negotiators are here 
  with the backing of the three courts, and Winter’s bids are here as well, 
  having lost last year. Agents are sent to discover what Winter’s plan is, steal 
  bids back after late-night thefts, and more importantly, guard the negotiators 
  against Spectre influence.
  Natalie is prepping for her Shadowcraft game and decides to roll up a random mission. 
  Grabbing her fate dice, she rolls 0,0,-1. This gives her an intelligence mission, in Ceol, 
  against the Spectres. A nice standard mission. But then she decides to roll on the objective 
  tables. Doing so she rolls a 0 and a -1. After looking at the objectives, she decides on a 
  courier transporting the study of a Fey Ruin. Not only does this provide a setup for one 
  story, Shadow Agents bravely foiling a Spectre attempt to discover a Fey ruin in Noraluan 
  territory, but succeed or fail the ruin provides the next story for her.
  shadowcraft - Mission Folio
  
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  Big and Friendly
  Rope
  Sylvan scouts have reported into the Ministry, and teams have been pulled in 
  from all over Arcadia. A giant has come down from the Slatesky mountains, 
  and the Ministry is desperate to recruit it. They know that Spectre is probably 
  already on their way as well. Multiple Shadow Agent teams are being 
  deployed. They must recruit the giant or slay it if Spectre sways it to Winter’s 
  cause.
  Knot
  With multiple teams in the field, tensions are high, and the chances for 
  misunderstandings abound. Especially when it is discovered that one of the 
  teams has turned up dead. Is there a leak, is someone within the Ministry 
  cleaning house or settling old scores, or is something more insidious going 
  on? The Agents must attempt to cut through the layers of misdirection to 
  discover the perpetrator, or else Spectre will cut through them when they all 
  converge on the Giant.
  Noose
  Finally, on the plains north of Highmount, the giant appears. Graveltone 
  is the giant in question, and it sits in the foothills, awaiting the Lost 
  Ones. Graveltone carries a message and a with it a fabulous revelation, it 
  speaks for a being known as the Heart of the Range. The essence of the 
  Slatesky Mountains wishes to see what the Lost Ones have done with their 
  stewardship of Arcadia. Graveltone invites the Agents and the Spectres to 
  journey into the Slateskies to meet with the Heart of the Range, hinting at 
  a great reward to be revealed. The Spectres leap at the chance to prove they 
  are better heirs of Arcadia than their Noraluan brethren. Should the Shadow 
  Agents slay Graveltone or pit themselves against their Winter counterparts? 
  Whatever they choose, should violence break out between the Lost Ones, 
  Graveltone will sadly depart never to be seen again, lamenting the pettiness 
  of the creatures of Arcadia.
  
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  The Book of Banded Fate
  Rope
  Recalled to Lancastle, the Shadow Agents are rushed into a meeting with 
  the Masked Minister himself. Three days ago, the Spring Court convened 
  to discuss the buildup of troops with Ambassador Donogh along the Treaty 
  line. Six hours into the meeting, a bright flash was seen in the Hall of 
  Noralua. When the Hawk checked on it, the Spring Court and Ambassador 
  Donogh were missing. An iron-bound book lay in the center of the hall, 
  resting on a scorch mark. The Book of Banded Fate.
  Knot
  The Book of Banded Fate is the obvious starting point for the investigate. It 
  seems completely inert at this point. Within the book is the strange script of 
  the Fey, and pictures of the Minsters of the Spring Court and Ambassador 
  Donogh. Each scene is beautifully rendered and depicts the delegates in 
  various torments. Some are trapped within the burning Hall of Noralua, 
  while others are running across the moors of Highmount being chased by 
  ogres. The pictures seem to shift with every glance, bringing the tormentors 
  closer to the Minsters. How much time the Agents 
  have to solve the riddle of the book is 
  unknown, but finite.
  Who used the Book? That is 
  left purposely vague. It could have 
  been the Ambassador, who has already 
  shown a penchant for cheating death, 
  but that is on the nose. The Hawk trying to 
  implicate Shadow Agents, a misguided member of 
  one of the courts, or even a disenfranchised Sylvan all 
  make for better twists.
  Noose
  Retrieving the trapped delegates is dangerous, as any 
  Agents risk being trapped within the cursed tome as well. 
  However, that is the only way to save the delegates, one at a 
  time by journeying into the book. Meanwhile discovering who 
  was being this assassination attempt is also a primary goal of the 
  Shadow Agents. Someone crept into the Hall of Lost One power and 
  took out the entirety of the Spring Court. That cannot go unpunished.
  If Agents take too long in their attempts, and the torments catch up with 
  those trapped in the pictures, those pages become blank, and the Lost Ones 
  in question are consumed by the text. When all of the pictures are blank once 
  again, the book can be activated again. What the Agents and the Ministry do 
  with such a weapon is left up to you. 
  
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  The Cleansing of Dimhollow
  Rope
  Near the end of the war, the town of Dimhollow fell to the Nightmare 
  Horde. A traitor was instrumental in the fall of the town, and the betrayal 
  lead to the formation of a Shadowland. Every new moon, the spirits of the 
  dead rise to reenact the terrible slaughter. Dimhollow is remote enough that 
  the Courts have left it alone, but now the Ministry has uncovered information 
  about Dimhollow, more importantly about a secret lost during the end of the 
  war. The mission is straightforward. Get to Dimhollow, unravel the truth 
  about what happened, and 
  expurgate the 
  shadowland. 
  Knot
  The battle 
  of Dimhollow 
  lasts from sundown to 
  sunrise, which is problematic. 
  Mainly because battle did not occur during those hours. The best 
  records state that the battle took place sporadically over three days and 
  that the betrayal took place around noon. Any leg work the Agents do to 
  research the town should be used but should be changed. Events take place 
  out of order; time is compressed, the days shift and twist during the nightly 
  reenactment.
  The key to unraveling the Shadowland, and enabling an expurgation is 
  discovering the traitor, exposing him, and then slaying him. That will break 
  the hold on the spirits. However, if the traitor’s spirit is not dealt with through 
  an expurgation ritual, the tainted essence will slowly reform the Shadowland 
  after a year and a day.
  Noose
  The Agents will find that the Dimhollow Shadowland is possessive of all 
  with its boundaries. If the Agents do not take steps to leave the Shadowland 
  before dawn, they find themselves trapped within the Realm Tenebrous 
  during the day. If they fail to escape by the third night, they find themselves 
  trapped, unable to escape the Shadowland. As far as the Ministry knows, no 
  Shadowland has been cleansed from within. This leaves the Agents trapped 
  forever, or until the next expurgation squad comes around.
  Who was the betrayer of Dimhollow? None other than the Shadow Agents 
  of Arcadia. A group of agents was working to discover and keep the secret of 
  Dimhollow out of Spectre hands. When all seemed lost, a desperate plan was 
  concocted: throw open the gates to the town, and in the ensuing chaos, take 
  What was lost in Dimhollow? Short 
  answer: whatever you need. A Fey Ruin, 
  the location of a Kormillian artifact cache, the lost load 
  of iron (page 92), etc. The ‘secret’ is whatever fits best in your 
  story. The important part is that it is carried by the spirit 
  of a dead Shadow Agent currently locked inside the 
  Shadowland.
  
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  out the Spectres and escape with the secret. In the end, both sides found their 
  essence bound to Dimhollow, doomed to play out their part of the Glamour 
  War in perpetuity. 
  The Faceless Man
  Rope
  A Ministry Agent in the Bânwood has gone missing. One of the members 
  of the Pride of the Bânwood council, this disappearance is disturbing as 
  the Pride is planning to make her annual trip to the Falls of Lands End, on 
  the anniversary of both her ascension to the chieftainship and the prophecy 
  which announces her end. Her defiance of prophecy is well known, but the 
  Ministry takes it quite seriously. Especially when a highly-placed Shadow 
  Agent disappears.
  Knot
  The investigation into the missing agent must be handled discreetly, as 
  technically the Ministry is not supposed to have placed agents in the retinue 
  of the Pride. Investigations into the Agent’s disappearance leads the agents 
  into the Pale Wood. There they soon discover that several other Sylvan has 
  gone missing as well. The missing Sylvan are all connected to the Pride’s 
  journey to the Falls: The husband of the Pride’s chief huntress, the brother 
  of her hound master, etc. Deep within the Pale Wood, beneath a single tree 
  scarred black by dark expression lie the bodies of the missing. It is then that 
  the Agents discover that the Pride’s retinue has been infiltrated by none other 
  than Scripter Bann, Taker of Faces (see page 144 in the Shadowcraft core 
  book).
  Noose
  The Shadow Agents must race to the Falls of Lands End before Scripter 
  Bann completes his bloody work. But to just storm in would reveal the 
  Ministry’s presence in violation of the Pride’s prescription. In addition to 
  that, how do you reveal a man who can flawless impersonate anyone? Clues 
  may abound, but the Agents will have to be canny and discreet, epitomes of 
  the name Shadow Agent, to uncover the assassin and prevent the prophecy of 
  Pride’s Fall.
  
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  Full of Stars
  Rope
  Chatter suggests that the Spectres has dug up a key piece of information 
  concerning the resting place of relic known as the Veil of Forever. The 
  Ministry still has no information on the relic itself, but anything which 
  Winter wants as badly as this is something the Ministry wants to keep out 
  of their hands. A group of Spectres raided a museum in Windcliff and are 
  making their way to Farreach. The mission requires the Shadow Agents 
  to track down a group of Spectres traveling south of the Treaty Line and 
  prevent the information from making it to Farreach.
  Knot
  The information is a relic in and of itself. It is carried by a Wraith, who will 
  use every means at her disposal to get it to Farreach, including sacrificing 
  the rest of her team. The relic the Orb of the Heavens. It is a Faeglass orb 
  etched with the constellations of the Arcadian night sky (all of them, as each 
  season’s stars, are represented). If held up to the eye while looking into the 
  night sky, the orb highlights for the viewer several constellations. These are 
  unknown to the Lost Ones, as the fey held far different patterns for the stars 
  than their children do. It is unclear what the orb is trying to convey, or how it 
  relates to the Veil of Forever.
  Noose
  Finding the Spectre team behind enemy lines is a tough enough mission. It 
  becomes much harder when the Agents realize that there are multiple decoy 
  teams and ogre squads between them and their quarry. Discovering the 
  correct Spectre group is vital to completing the mission before the orb gets 
  to Farreach. When they do discover the orb, getting it off of the Spectres 
  becomes the main goal. Finally, if the group fails to stop the Spectres from 
  reaching Farreach, they may have one last chance to get the orb before it 
  disappears, using their contacts and resources within Farreach. However, the 
  person who wants the orb is none other than the Winter Weaver.
  
  17
  shadowcraft - Mission Folio
  Hunt in the Dark
  Rope
  Shadow Agents are the subtle knife, while the Armies of the Lost are the 
  broadsword. Sometimes both need to work together to win a larger victory 
  for Arcadia. Such is the case of the hunt for the formorian know as The 
  Remembrance in Flesh. It has hunted along the Whiterun River for the past 
  three months, attacking any Noraluans who come near its hunting grounds. 
  The Ministry has lost two teams to the creature, and the Army of the Lost 
  has seen squads slaughtered. The time has come to put an end to The 
  Remembrance in Flesh.
  Knot
  The Agents are assigned to a joint task force with the Armies of the Lost. 
  The Army will act as bait, containment, and support while the Agents are 
  to bring the beast down. Tracking the formorian is nearly impossible as it 
  lives in the Whiterun, and river runs deep for the majority of its journey 
  to Baymark. Luring the formorian out will take an extremely clever plan, 
  as it seems far more intelligent than other formorians. But slaying The 
  Remembrance in Flesh is vital to keeping Ceol supplied through the winter.
  Noose
  The fact of the matter is The Remembrance in Flesh is not a singular 
  intelligence, but an amalgam of intellects all bound to one terrible will. 
  Remembrance is a strange being who consumes the bodies of those he slays, 
  and whose he slays appear as images on its flesh. No trace of any Lost One 
  so slain is ever seen again, despite the expressions employed. This is because 
  the beast aggregates their souls into its. Information, expression techniques, 
  and skills all join its gestalt consciousness. This hunt may be the most difficult 
  mission the Shadow Agents will ever attempt.
  
  18
  shadowcraft - Mission Folio
  The Lament of Malice
  Rope
  Long ago, before the Fey vanished from Arcadia, the Lost Ones waged war 
  against their masters. Until they discovered the Red Poison, however, they 
  possessed no teeth with which to bite the hand of the Fey. But iron provided, 
  at least in their minds, the weapon of their revenge. It was tested by luring 
  one of the fey into a prepared chamber beneath Aileach. There Noralua 
  and her conspirators tricked the fey into bands of iron and tested their new 
  weapons on it. Long was the experiment, and slow was their vengeance taken 
  this first time. In the end, it is said that the fey lord died, but not before its 
  final song was sung, slaying itself and all who heard it.
  Knot
  The force of the words of the song, known as the Lament of Malice, echo 
  in the stones of the chamber where they were sung all those years ago, the 
  words cut into the stone by the power of the fey lords dying breath. Someone 
  has now uncovered that chamber, drawn there by the pain in their own heart, 
  and unwittingly becoming the vessel for the lament’s power. Learning the 
  words to ancient lament, the Lost One is slowly being overcome by its power, 
  the death song of the fey driving the bard to greater recitals of the song, 
  leaving a trail of bodies throughout Lancastle.
  Noose
  The Shadow Agents are drawn in during an investigation of deaths in a local 
  tavern, frequented by those of Winter sympathies. All those within the tavern 
  were slain, their essence annihilated. Only black shadows, still writhing, 
  were found at on the scene. The Shadow Agents must race to discover who 
  is behind this terrible new weapon, and what they must do to stop it. The 
  Lament drive the bard to greater and greater massacres, soon the whole of 
  the City of Glass is imperiled. The implications of the song, and the effect 
  it has on those who learns its words has dark implications for all of the Lost 
  Ones of Arcadia, no matter the court which holds their allegiance.
  
  19
  shadowcraft - Mission Folio
  A Much Needed Rest
  Rope
  Most of the time Shadow Agents operate in isolation, in highly intensity 
  situations, which often end in life or death situations. Sometimes Agent 
  teams are tasked with longer missions. These tend to be deep cover, long 
  term asset protection, and in one case baby-sitting a crazed expressionist. 
  The Cracked Glassers are the team tasked with making sure Winter stops 
  manipulating Jobar Cricket-song (see page 138), and to try to curb some 
  of Jobar’s more dangerous experiments. When it is time for their annual 
  week of rest and recovery, another Shadow Agent team steps in temporarily. 
  Most other teams scoff at the Cracked Glassers thousand-yard stare or grim 
  gallows humor. After all, how hard could guarding one Glassborn be?
  Knot
  Chaos reigns at Jobar’s estate. Nowhere outside of the Realm Tenebrous or 
  the heart of a fey ruin is reality so fluid, and the expressionism so flagrantly 
  flaunted. Jobar himself is a genius who is distracted by new ideas at the 
  best of times and completely ignores Arcadia when in the throes of creative 
  invention. Much as he was during the briefing when the Cracked Glassers 
  explained how they would be away for a week and a new team would cover 
  his security. The changing of the guard happens at midnight, and Jobar is 
  already passed out, having completed his newest invention. When he awakes, 
  his team is missing, and strange new Lost Ones are roaming his home.
  Noose
  Jobar immediately goes on the offensive. Within Jobar’s estate, he is king, 
  and the Shadow Agents are faced by strange constructs and expressions, the 
  crazed tricks of a mad man, and the dangerous expression of a Glassborn 
  who has forgotten more about the trade than most Shadow Agents ever 
  discover. To make matters worse, the latest invention of Jobar is one that 
  Winter believes could aid in discovering the Veil of Forever. A particularly 
  viscous team of Spectres have been dispatched to slay the expressionist and 
  recover the treasure trove of his estate, before destroying the whole thing in 
  an explosive climax of Siphoning expression.
  
  20
  shadowcraft - Mission Folio
  Operation: Silenced Swallow
  Rope
  The Shadow Agents are the Ministry’s tools in the Glamour War. But what 
  happens when the glamour is thrown over the eyes of the Agents? Not every 
  mission is for the good of Arcadia, or the defense of the Noraluan way of 
  life. Not every one is for the greater good. The Ministry is filled with Lost 
  Ones who would use the Glamour War as a cover and the Shadow Agents 
  as tools for personal gain. When the Agents are briefed on Silenced Swallow, 
  they are stepping into one such mission.
  Knot
  Terraven, a Sylvan member of the Summer Court, has had her eye on 
  the seat of fellow minister Jallana. Their clans have been rivals for four 
  generations, and Terraven is in a position to claim what she believes is hers. 
  Having become aware of the Ministry’s activity and the existence of the 
  Shadow Agents, she plans to have Shadow Agents assassinate Jallana. The 
  Ministry has inklings that this may be the case, but proceed anyway, as 
  Jallana has been stonewalling key Ministry efforts in the Summer Lands, and 
  Terraven has been clear that if she had the seat, the Ministry’s acquisition of 
  Banwood would be much simpler.
  Noose
  The Agents are tasked with assassinating Chief Jallana on her way back to 
  the Sylvan lands after returning from a meeting in Lancastle. They are given 
  very specific instructions.  The Shadow Agents are to make it look like a 
  Formorian attack slew the minister and her retinue, while making sure to 
  capture Jallana and deliver her to a villa outside Ceol. Do the Shadow Agents 
  have the moral ambiguity to assassinate loyal Noraluans on the promise of 
  one Minister? If they manage to capture Jallana, they must escort her to the 
  villa of her rival, and deliver her to her execution.
  Recruitment Drive
  Rope
  The Dank Street Dozen is a group of street toughs in Ceol. They have made 
  a name for themselves as extortionists and protection racketeers. Dank street 
  is located south of Straight Street, therefore is south of the treaty line. The 
  Dozen, closer to three times that number, in reality, operates on both sides 
  of the line, and have very little to do with Dank Street. The Ministry knows 
  the value of having local eyes and ears in service, and have sent the Shadow 
  Agents in as recruiters and handlers.
  Knot
  Finding the home of The Dank Street Dozen is difficult, even for Shadow 
  Agents. Their members are Ceol natives and have lived on the city’s streets 
  their whole lives. They gather at a small bakery called Stone Loaves. The 
  gang as a whole reports to someone by the name of Mistlark. Mistlark 
  
  21
  shadowcraft - Mission Folio
  informs them of their targets, organizes the crews, and takes a cut of the 
  action. If the Agents want to recruit the Dank Street Dozen, they need to 
  recruit the Mistlark.
  Noose
  Complicating the matter of recruitment is Minster Orlathian, a Glassborn 
  bureaucrat who is tired of hearing complaints about the Dank Street Dozen. 
  The Minister has been setting the Watch to find and arrest the Dozen, and 
  without knowing has captured the Mistlark. Where it to become know that 
  he has the leader of the Dozen, Orlathian would set her up for a sudden 
  drop and a sharp stop as a warning to all such gangs in Ceol. His hardline 
  stance will require a delicate hand dealing with the Mistlark and the Dozen, 
  especially if the Agents want to handle this under the Minister’s nose.
  Relocation Opportunities
  Rope
  The Shadow Agents are sent to the town of Brightlake to resolve a potentially 
  bloody crisis. A clan of Ogres emerged from the Ironhold Mountains and 
  had taken the town. The Ministry is unsure the status of the town, but to lose 
  a settlement on Lake Kyre is a blow to efficacy of the Ministry. They want 
  the ogres dealt with, and anyone still alive in Brightlake saved.
  Knot
  It turns out that the ogre chief took the town as a message, and all the 
  townsfolk are safe. Toothripper was part of the clan who sought took 
  Baymark in 345 A.V. Since its razing, Toothripper has longed for the security 
  the city provided his clan and has come to a startling decision. Assuming 
  they would allow his clan to settle in one of the ruins in Noraluan lands, 
  the ogres of Toothripper’s clan would provide the Courts two services. The 
  first is they would offer their services against the Nightmare Horde, and the 
  second is that Toothripper believes he knows what happened to one of the 
  fabled Four Treasures. He assures the Shadow Agents that the ogres would 
  pledge a geas to the Noraluans never to raise arms against them.
  Noose
  If the Shadow Agents believe Toothripper, they still have to convince their 
  superiors. Although the fact that Toothripper will release all the hostages to 
  the care of the Shadow Agents should go a long way. Granted they would 
  have to find the ogres an acceptable ruin, and clear it out of all fey and Lost 
  One artifacts beforehand. This could establish a Shadow Agent team as a 
  group of skilled delves or non-Lost One negotiators, providing a new group 
  aspect for the team.
  
  22
  shadowcraft - Mission Folio
  Setup for a Fall
  Rope
  Called in by a handler by the name Minster Clarke, the Agents report to the 
  quarters of a high-ranking general in the Army of the Lost. There they are 
  tasked to deliver reports to a deep cover asset across the treaty line in Ceol. 
  The documents, provided by Clarke indicate troop movements and redoubts 
  in the treaty area of the Army of the Lost recon units for the next six months. 
  This will provide the asset his drop sites and field assets for the same period. 
  It is a simple jaunt across Straight Street, and back.
  Knot
  The Agents are met on their return to Noraluan held Ceol by The Hawk and 
  her men. The Agents find that they have much to answer for. Namely the 
  death of an Army general and stolen intel. They were clearly seen leaving the 
  general’s quarters, with the missing documentation. And who is this Minister 
  Clarke they keep speaking of, there is no one by that name? The Hawk 
  attempts to arrest them, charging them with treason and the punishment for 
  said crime is death. 
  Noose
  Hunted by the Ministry, the Shadow Agents have only a short time to 
  clear their names, and bring Minister Clarke, whoever they are, to justice. 
  They must do so from behind enemy lines, and without their usual aid. To 
  complicate matters the Ministry prepares contingencies for occasions when 
  Shadow Agents go rogue. Geasa, blackmail, true names and special counter-
  agent teams are all options which the Ministry will deploy to preserve its 
  secrets in the face of a double agent, or ones they believe have turned. Their 
  only ally in this is Ambassador Donogh, who makes contact and would 
  willing help the Shadow Agents. Perhaps he has issues with Minister Clarke, 
  or maybe the Agents saved him from the Book of Banded Fate. Or maybe 
  he has other agendas at play. If they accept his help and backing to clear 
  their name, the Shadow Agents just end up looking worse in the eyes of the 
  Ministry.
  
  23
  shadowcraft - Mission Folio
  Singular Friend, Double Agent
  Rope
  Note: this mission works best if Samasin has been introduced long before this 
  mission.
  The Shadow Agents find themselves in the Training Grounds, with some 
  other teams. It is a time of relaxation, training, and comradery. The Agents 
  can reacquaint themselves with old friends on other teams, including 
  Samasin, a Shadow Agent who is well known to the Agents. He leads a team 
  which saves the Agents at one point, early in their career.
  Knot
  They are all in the midst of training, rest and recovery, etc, when the Masked 
  Minister enters the Training Grounds surrounded by Ministry soldiers. It has 
  come to the attention of the Ministry that they have a double agent in their 
  midst. If the characters have played through ‘Setup for a Fall’ eyes may turn 
  towards them. But the information points directly at Samasin. Samasin is 
  taken into custody, leaving the chamber in dark still silence.
  Noose
  The Agents will no doubt attempt to clear the name of their friend. Searching 
  for mind controlling fey artifacts, Hexer expressions, and the like. The truth 
  of the matter is Samasin is guilty. He has been a double agent since the first 
  day he stepped into the Training Grounds. Slowly, over the years, he began 
  to doubt his loyalty to the Kormillian cause. His reports have become less 
  useful, his actions to protect the Ministry more truthful, and his saving of the 
  Shadow Agents indisputable. The Winter Court discovered this information 
  and decided to out Samasin to let the Ministry deal with him and the chaos 
  of discovering a Winter agent in their midst. It is not a matter of whether or 
  not the Shadow Agents can prove his disloyalty, but whether they can prove 
  Samasin’s change of heart. And whether that matters to anyone, including 
  them.
  
  24
  shadowcraft - Mission Folio
  Slaying of the Fiend of Ironhold
  Rope
  The Autumn Court has requested aid from the Ministry, which is an unusual 
  event. Normally the Stonekin handle their internal security, but the King of 
  the Ironholds reached out through back channels. The Agents are informed 
  that Spectre activity is suspected.
  Knot
  Bound within the deep vaults of the Ironholds is a golem from the early days 
  of the war. This golem, known as The Fiend, was one of the early prototypes. 
  Hearing about the strange new expression project, a Spectre agent by the 
  name of Griss was dispatched to steal it. She attempted to Hex the pilot as 
  the Stonekin Earthwright was melding into the golem, but was discovered 
  and slain. 
  The Fiend activated, and the hex took hold. The golem went on a rampage, 
  slaughtering all within site. The screams of the pilot could be heard within, 
  but even when The Fiend was captured, none could retrieve him from within 
  the stone frame. Uncontrollable and indestructible, the golem was locked 
  away where its torments could not be heard, and the Earthwrights created 
  lesser golems in imitation of The Fiend, to be better able to deal with a 
  compromised unit.
  Noose
  Griss died during the attempt to hex the pilot, but her spirit lives on. Griss’ 
  spirit is entangled with that of the Stonekin pilot, which is has been fighting 
  the Spectre for eight years. The trained Spectre agent is holding up far better 
  than the Pilot and has started to gain control of The Fiend. The Hexer has 
  bound access to the pilot’s Earthwright powers, and thanks to her training 
  and dark expression, has broken The Fiend out of the vault. The powerful 
  war golem has been working its way towards the surface ever since. It 
  randomly retreats or goes catatonic, whenever the unnamed pilot asserts 
  control over Griss. This control is slipping, and soon Griss will be in full 
  control. So far, The Fiend has been limited to the lower vaults, but soon Griss 
  will make her way to the inhabited sections of the Ironholds. All attempts to 
  stop the golem have failed. So the King of the Ironholds reached out to the 
  Ministry, making promises of Scathan and iron for dealing with the Fiend.
  
  25
  shadowcraft - Mission Folio
  Terror of Highmount
  Rope
  The Ministry has been preparing for Highmount’s opening for almost a 
  decade. The ruin held the artifacts which bought the peace of Ceol. The 
  ruin is one of the largest in Arcadia, a complex of interlinked buildings both 
  above and below ground, existing both in this world and the Brightlands. 
  The best delvers in the Ministry have been assembling on the grounds for 
  the last month, readying for the geas upon Highmount to retreat and grant 
  them access. One of the teams reported that they discovered an area that 
  was opened before the rest, and went into the ruins to scout them out. They 
  were found the next morning, covered in dew and naked as the day they were 
  born, and catatonic. All of their memories were missing. The Ministry sends 
  the Shadow Agents to Highmount for a sit rep on the team and the ruins.
  Knot
  When the Shadow Agents arrive, the camp is in turmoil. The Delvers were 
  attacked in the middle of the night by a pack of creatures seemingly made of 
  shadows and claws. They ambushed the camp, wreaking havoc with complex 
  tactics and sinister intelligence. The creatures show up again each night, 
  fighting their way towards the catatonic delvers. Expression will quickly 
  discover that the delvers are cursed with some magical contagion, and the 
  beasts are the vector. Freeing the Delvers from the contagion curse should 
  be a priority for the Agents. This requires traveling through the breach in 
  the geas around Highmount, and discovering the artifact which the delvers 
  disturbed, which bestowed the curse.
  Noose
  The mission becomes more complicated if one of the beasts is slain by a 
  Shadow Agent, as the curse will transfer to the slayer. While they do not 
  suffer catatonia, they will collapse at sunset. Their essence, tainted by the 
  curse, will rise from their still form like a shadow beast and rush to join 
  the pack. Their body will also become a target for the beasts, as if they slay 
  the body they are linked to, the shadow beasts are freed to roam the Realm 
  Tenebrous.
  
  26
  shadowcraft - Mission Folio
  Through the Mirror
  Rope
  Rumors of a secret Spectre safe house and training ground within a major 
  Noraluan city have been pervasive since the close of the war. The Ministry 
  has run many deep cover operations attempting to discover the truth behind 
  the rumors for years. Finally, intelligence has shown that the Spectres seem to 
  be operating out of a small governmental building in Clearwater. However, 
  while the Ministry has been able to nail down the building, they have yet 
  been unable to pinpoint the safe house’s location.
  Knot
  The safe house referred to in Winter missives as The Dark Respite, is an 
  expression crafted pocket within the Realm Tenebrous. Built before the 
  Nightmare Horde was first identified by the precursors of the Spectres, this 
  safe house exists within the Brightlands. Accessed through an artifact in the 
  shape of an ivory bound, full-length mirror. It was gifted to an especially 
  vain member of the Spring Court, and it has remained in her family since. 
  Currently, the mirrored is stored in the office her niece, a minor official in 
  Clearwater who spends very little time away from her estates.
  The mirror has a number of properties. The first is it always reflects a better 
  image that is truly there. Reflections are grander, people more beautiful. It 
  entraps the unwary by appealing to their vainglory. The second function of 
  the mirror is to allow access to The Dark Respite. The Spectres have been 
  exceedingly careful to ensure that the safe house is never at risk of turning 
  into a Shadowland, as that would alert the Ministry of its presence.
  Noose
  Gaining access to The Dark Respite requires the Agents to locate the mirror 
  and discover how to activate it. Tailing Spectres, staking out the office, or 
  perhaps some old fashion percussive persuasion will grant the agents the 
  information they seek. Once they discover The Dark Respite, do they shut the 
  mirror down, trapping all within for eternity? Or do they attempt to clear out 
  the pocket of the Brightlands, a well defended Spectre safe house, and use the 
  enemies’ artifact against them?
  
  27
  shadowcraft - Mission Folio
  Two Can Keep a Secret
  Rope
  Dearin Caul is dead. The Agents are called in by the Ministry on a murder 
  in Ceol. A merchant of fey artifacts, maps, and purveyor of recovered goods, 
  there are many who would have wanted to see the Glassborn dead. However, 
  the existence of a secret Ministry built vault beneath Dearin’s shop should 
  narrow the field. In fact, the evidence all points to the hand of one man, in 
  particular, Ram Jenson (see page 140).
  Knot
  The Shadow Agent’s handler will inform them that Dearin was a 
  Whisperkeeper, one of the Ministry’s many listening posts throughout 
  Arcadia. And the Recondite Archive, the artifact which stores the secrets he 
  has collected for the Ministry, is missing. That alone is troubling, but if Ram 
  unlocks its storehouse of intelligence, then he would sell it to the highest 
  bidder. These things are locked behind the best cypher wards, and puzzle 
  traps the Ministry’s expressionists can create, but Ram is known for his 
  ingenuity.
  Noose
  When the Agents finally track Ram down, it is too late. He has already sent 
  his men into the Recondite Archive to access it through the use of a little-
  understood story glamour. It creates a pocket within the Brightlands for his 
  men to encounter the wards as physical obstacles for them to overcome, 
  essentially an expression work around for the Ministry’s safeguards. It 
  would be an easy thing for the Shadow Agents to join Ram’s thugs in the 
  Brightlands and race to prevent them from unlocking the final access to the 
  Archive. Ram is also always willing to make a deal, trading the Ministry’s 
  secrets for access to something even more lucrative, assuming the Agents can 
  broker a deal.
  
  28
  shadowcraft - Mission Folio
  Too Close for Comfort
  Rope
  A fey ruin has been recently discovered by another team of Shadow Agents 
  within Ceol. They also managed to work their way past the entry seals, 
  leaving the way to the ruin open. However, all the Agents save one were slain 
  by strange figures of shadow and mist within the Ruin. To make matters 
  worse, this ruin lies only two blocks from Straight Street, well within the 
  patrol range of the Spectres.
  Knot
  The Ministry is uncertain what lies within this ruin. However, the fact that 
  it went undiscovered for over 300 years is disconcerting. The Ministry has 
  been over Ceol, and never detected it. The first part of the mission is simple. 
  Whatever the ruin contains must be recovered by Shadow Agents. No fey 
  ruin is safe, and the Ministry has already lost one team. But the mission 
  orders also contain a very strange directive. They are to leave as many of the 
  traps in the ruin active and foes they encounter alive. Tying their hands with 
  mission directives like this is something the Agents should be used to, but 
  still, increases the difficulty of a successful mission.
  Noose
  A ruin so close to the Treaty Line poses is the perfect bait for a Ministry 
  operation. Once the ruin has been sacked, the Ministry wants the Agents 
  to deliver a set of specially prepared artifacts to the ruin, reactivate the 
  traps, and seal the door. The location will then be leaked to the Spectres. 
  This serves the double purpose of thinning the ranks of Ceol Spectres, as 
  well as having Spectres take relics which will enable the Ministry to scry 
  and tracking their whereabouts into their camp. Assuming, that is, that the 
  Spectres did not think of that first.
  
  29
  shadowcraft - Mission Folio
  The Wayward Tavern
  Rope
  Jonessa is a Glassborn who grew up in the city of Bluewall. Her family runs 
  the Listing Goose, a large tavern that quickly became the officers’ club after 
  Bluewall fell to the Nightmare Horde. The young Jonessa was soon serving 
  drinks to the elite of the Winter Court’s soldiery and passing information off 
  her handler, a Sylvan Shadow Agent by the name of Seven Shadows. Seven 
  Shadows believes that the time to pull Jonessa out is rapidly approaching, 
  and she is not far off. She has contacted one of the Agents, someone who 
  owes her a favor and requested a deep infiltration and extraction.
  Knot
  The situation is that Jonessa, Seven Shadows, and the Agents are in grave 
  danger. A commander of the Nightmare Horde has discovered that someone 
  has been leaking information and has been conducting his investigation for 
  the last couple of months. He has traced the leak back to the Listing Goose 
  and is going to make an example of the Inn. The commander is a hammer, 
  not a scalpel, and he plans to have his attached squad of ogres burn the inn 
  down, along with all who work at the Goose. Enter the Shadow Agents.
  Noose
  When the Agents arrive, they meet their contact Seven Shadows and are 
  informed that the inn seems particularly quiet recently, most of the officers 
  have not been in for the last two nights. She also informs the group that the 
  extraction got much more complicated as Jonessa refuses to leave without her 
  family. One person just jumped to six. When they arrive at the Listing Goose, 
  flames have already begun to creep up the sides of the inn. A group of ogres 
  are inside fighting with the inn’s employees, and leading the attack is Jonessa. 
  She has locked the whole group inside the inn and is fighting the commander, 
  who is also trapped. The mission becomes one of finishing off the ogres, 
  getting the family out of Bluewall, and perhaps investigating the new 
  intelligence Jonessa discovered. The Nightmare Horde is apparently receiving 
  a shipment of artifacts from beyond the Hedge within the next fortnight.
  
  Front Cover
  Ryan M. Danks • Jacob Possin • Mike Olson
  TALES FROM KAUSAO CITY
  ™
  TALES FROM KAUSAO CITY
  ™
  Also available from 
  the ReRoll store:
  
SOURCE: textdata/thevault/FATE (fudge) [multi]/Shadowcraft/Shadowcraft Mission Folio.pdf