Objective: Enter the wizard’s mind and understand the situation.

  • Hook: The players are hired by a powerful mage’s guild to awaken Ateos, who has been in a trance for centuries. The guild suspects that something has gone wrong, and they need adventurers to enter his mind and figure out what’s keeping him in this state.

  • Entering the Mind: The party is given a magical artifact, the “Mind Anchor,” which allows them to project themselves into Ateos’s mind. Upon activating the artifact, they find themselves in a vast, endless library with books floating in mid-air, stairs leading nowhere, and doors that open to different memories.

  • First Encounter: The players encounter a fragment of Ateos’s mind—a version of the mage from his youth. This fragment is frantic, trying to organize the chaos of the mindscape. He explains that the mind has become a labyrinth, filled with dangers, and that they must reach the “Core Memory” to escape.