The Radiant Masque as a Game Event

Introduction

Once each year, when the heat of the long days softens the hard edges of life in the Wastes, the Solstice Syndicate throws open the battered golden doors of the Solstice Casino and invites the world to step into a night of masked splendor: The Radiant Masque. Part festival, part ritual, part defiant celebration of survival, the Masque transforms ruin into radiance. Where neon flame dances with shadow, secrets hide behind smiling masks, and even the most hardened wanderer can find themselves swept into wonder. But beneath the revelry runs an undercurrent of danger, desire, and intrigue; the Syndicate never hosts a party without a dozen ambitions simmering beneath the glow. Tonight, reputations will be forged, alliances tested, and hidden truths coaxed into the open. In a world scorched by the Fall, the Radiant Masque shines like a single, brilliant ember, and the players are about to step directly into its light.


GM Notes

  • Designed for: Characters of any level. Best for 4-6 players, but can accommodate more with a longer session.
  • System: Ultra Modern 5 Redux (adaptable to any system).
  • Adventure Type: A social-intrigue scenario set during a gala hosted by the Solstice Syndicate. Combat is unlikely, but always possible; the emphasis is on navigating political tensions, extracting secrets from masked revelers, uncovering hidden agendas, and surviving the Masque’s manufactured dangers.
  • Faction Integration: This adventure is intended to be introduced through the Solstice Syndicate as an invitation, but it can be easily adapted for other factions who might have a vested interest in the Syndicate’s annual celebration. Party members do not need to belong to the Syndicate to participate; the Radiant Masque welcomes all.

Tonight, we do not simply wear masks—we become the truths we dare to show, the selves we choose to celebrate, and the stories we refuse to let the Wastes erase.

—Lyndi Herb Garnet

Plot points/Scenes

Arrival & Unveiling Hour

Guests enter the Glimmerhall and are immediately swept into a kaleidoscope of rainbow lights, glimmering masks, and the hum of excited conversation. PCs mingle with other attendees, learning the social customs of the Masque, sampling glowing cocktails, and noting both allies and rivals in the crowd. The atmosphere is warm, chaotic, and slightly intoxicating, offering the party their first chance to gather rumors, make introductions, and observe the Syndicate’s power in motion.




You step through the battered golden doors of the Solstice Casino and immediately feel the pulse of the Radiant Masque thrumming around you. The air shimmers with rainbow lights and drifting bioluminescent dust, painting every mask and gown in iridescent colors. Music hums through the hall like a living thing, and laughter, whispers, and the clink of glasses swirl in a heady mix that pulls you into the crowd. Guests pass by in extravagant masks, their movements choreographed yet wild, each one a statement of identity and daring. The scent of incense drifts across the room, mingling with sparks from the lanterns overhead. Somewhere above, Lyndi and Levi greet arriving revelers from the balcony, their golden silhouettes commanding attention. You feel simultaneously exposed and embraced; an outsider invited into a world where every glance, every gesture, and every secret carries weight.

This is a great time for the players to explore the casino layout. Let them at least see the first floor. There is food and drink readily available. For those more adventurous, there are Wake Chemists that are also ready to sell their services.


The Parade of Faces

All attendees process through the Glimmerhall along the choreographed route, showcasing their masks, dance, and self-expression. PCs can participate, impressing onlookers, sending subtle messages through gestures, or keeping an eye on rival Syndicate members for signs of intrigue. The Parade culminates in the voluntary unmasking ritual, giving each character an opportunity to demonstrate vulnerability, forge connections, or send cryptic signals to NPCs.


Masked figures glide and twirl through the Glimmerhall, each step and gesture a deliberate expression of identity, desire, or defiance. Rainbow lights and bioluminescent dust swirl around them, turning the procession into a living tapestry of color, motion, and whispered secrets.
Structure of the Parade

The Parade has three mechanical segments:

  • Procession Through the Glimmerhall – movement, observation, minor performance.
  • Spotlight Performance Opportunities – optional, risk/reward performances.
  • Final Unmasking Choice – symbolic reveal with social consequences.


Procession Through the Glimmerhall

Objective: Navigate the parade gracefully, observe NPCs, and subtly interact without making a social misstep.

Mechanics

Each PC makes a single skill check per “section” of the route DC 10

Skill Options

  • Performance – express identity through mask, movement, gestures
  • Acrobatics – elegant footwork or daring spins
  • Insight – read rival or ally intentions
  • Perception – notice threats, whispers, or secret signals
  • Sleight of Hand – subtly pass notes, deliver a small gift, or gesture coded messages

Outcome

  • Success: gain an ally, learn a rumor, impress a Syndicate member, or position for a later performance.
  • Failure: minor social faux pas (step on someone’s gown, drop a prop, misread a gesture), draw unwanted attention, or alert a rival.




Spotlight Performance Opportunities

At two designated points along the parade, PCs may step forward for a voluntary mini-performance to impress the crowd or send a message.

Mechanics

  • Performance Skill Challenge: 3 successes before 1 failure.
  • Skill Options: Performance, Acrobatics, Arcana (ritual/mystical gestures), Persuasion, Intimidation (bold presence).

PCs describe their performance in-character; the GM may award creative bonuses for evocative descriptions.

Rewards for Success

  • Social Boon: +1 to influence/interaction with NPCs for the remainder of the night
  • Insight: learn hidden rivalries or secret signals from NPCs
  • Inspiration
  • If they roll particularly high here, they can also gain a contact within the Solstice Syndicate. (15+)

Complications on Failure

  • Minor embarrassment or unintended signal to a rival
  • Attract attention of a rival NPC (Wilt, Rolf, or Liora)
  • Environmental hazard: glitter smoke, glow-dust in the eyes, slippery floor

Final Unmasking Choice
At the end of the parade, each PC chooses whether to unmask voluntarily. This is mostly a social/consequence-based mechanic.

Mechanics

  • Performance – reveal your true self with flair
  • Persuasion – inspire or move the crowd
  • Intimidation – unmask as a statement of defiance
  • Insight – gauge the reactions of others before committing

Rewards for Success

  • PCs earn faction renown
  • Unlock personal NPC interactions
  • Inspiration
  • If they roll particularly high here, they can also gain a contact within the Solstice Syndicate. (15+)

Choosing Not to Unmask

Maintains secrecy, avoids potential social risk, but may be seen as reserved, mysterious, or distant.


The Ashyard – Burning of Names

Outside, the party moves to the Ashyard where the massive bonfire waits to consume the names, identities, or fears guests wish to release. PCs can choose to participate, either shedding parts of their past or symbolically discarding grievances, and may witness other characters’ confessions in an intensely emotional setting. This is a moment for roleplaying. A chance for players to decide what things their characters would like to let go or change about themselves. There is no mechanical benefits or skill checks to this part of the event. However, if a player role plays really well, reward them with a Solstice Syndicate contact. This would be someone who was moved by their gesture at the fire.


 

The Ember Court – Vow of Chosen Flame

At the bonfire, the PCs witness or join the sacred Vowfire ceremony, honoring chosen family, kinship, or personal oaths. Lanterns and bioluminescent flames bathe the area in warm light, and Ash Lantern members guide the ritual with gentle ceremony. This is primarily a roleplaying segment with a focus on Liam's parents' ceremony of renewed rites. But the players can also choose to create a vow with an NPC or another PC. Great roleplaying here can earn the players inspiration and Solistice Syndicate contacts.


In the warm glow of the Ember Court, Eldred and Becky step hand in hand before the Vowfire, their masks reflecting the flickering bioluminescent flames. Lanterns drift upward, carrying soft sparks like drifting stars, while Ash Lantern members chant in gentle cadence, guiding the ritual with reverent care. Eldred’s voice, steady and clear, blends with Becky’s as they speak their vows—words of love, resilience, and unyielding partnership that extend beyond sentiment into the Syndicate’s Book of Flame. Around them, the crowd watches quietly, some moved to tears, others offering nods of approval, and for a moment the chaos of the Masque fades, leaving only the enduring bond of chosen family illuminated by firelight.



Echo Stage Performances

The party is drawn to the Echo Stage, where drag, dance, monologues, and reinterpretations of pre-Fall queer histories dominate the spotlight. PCs can choose to perform. This scene allows for skill challenges, social intrigue, and narrative exploration as the characters witness the artistry and subtext of the Syndicate’s cultural power, while potentially gathering secrets or forming alliances.

Mechanics

Which skill is applicable depends on in what way the characters choose to perform. They can draw upon any skill that they can make a reasonable argument for being relevant. They should describe the type of performance their character is attempting and then declare the skill they want to use to attempt that performance. If the skill is reasonable, they get no modifiers. If the skill seems like a stretch, they can still make the check, but with disadvantage. If they do a really good job describing their performace, they can roll with advantage.

Rewards for Success

  • Social Boon: +1 to influence/interaction with NPCs for the remainder of the night
  • Insight: learn hidden rivalries or secret signals from NPCs
  • Inspiration
  • If they roll particularly high here, they can also gain a contact within the Solstice Syndicate. (15+)

Glimmer Bazaar & Free Celebration

In the final stretch of the Masque, PCs wander the bazaar, exploring vendor stalls filled with unique wares, potions, trinkets, and identity-enhancing items. They can interact with merchants, acquire rare items, all while continuing to socialize with Syndicate members and guests. The free time allows each PC to pursue personal hooks, build relationships, or gain favor within the faction, setting the stage for potential future invitations or offers of membership.

Themes

Identity and Self-Expression – The Masque is a celebration of who guests choose to be, rather than who they were forced to be. Masks, glowing attire, and ritualized performances allow characters to explore hidden facets of themselves, confront past traumas, and present aspirational identities to the world.

Queer Resilience and Chosen Family – Central to the Radiant Masque is the affirmation of nontraditional bonds, found family, and survival against social, environmental, and personal adversity. Vowfire ceremonies, parades, and intimate rituals highlight the power of solidarity and loyalty within marginalized communities.

Social Intrigue and Power Dynamics – Within the Syndicate’s glittering chaos, alliances, rivalries, and secret agendas run just beneath the surface. Every interaction, observation, and performance can shift influence, reputations, and factional favor.

Secrets and Revelation – From whispered gossip in shadow booths to messages encoded in performances, the Masque rewards curiosity, careful observation, and bold social moves. Unmasking, both literal and figurative, reinforces that hidden truths carry both risk and opportunity.

Conflict

  1. Levi: Calls on Liam Williams to repay that favor that he is owed.
  2. Liora Ashclaw is at the gala and Gideon Surefoot is sure to notice her. Once she notices him, she won't be able to leave well enough alone.
  3. Rolf Maddox is at the gala and will pick a fight with Jaxon once he sees him.
  4. Wilt Ignatz Ware is at the gala. He wants to make Valiteen Merrick suffer: personally, slowly, and completely. He will pick a fight once he sees him at the gala. Wilt is also looking to get even with Jaxon who got him arrested on some petty charges a few years back. He will pick a fight once he sees him at the gala. Logan B. Crusher has been asked to deal with Wilt and will notice his presence at the gala.
  5. Lyndi Herb Garnet is the golden bird of the Solstice Syndicate and everyone takes notice that they are present.

Comments

Author's Notes

This adventure was built specifically for my Echoes of the Fall campaign and because of this has pulled in details specifically for the players in that campaign. I was using The Alexandiran's Game Structure: Party Planning for the prep and writing of this adventure.


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