This is one of the side-quests missions that were created for the short dangeon play during Shadowhunters LARP event. People, entering the dungeon, has their own special abilites and rules of the game they must follow for combats. This dungeon ''The ruins of the Inquisitor's archives at Alicante'' is narrative-based, but if completed successfully, the players gain the items and knowledge for the main LARP game. If the mission is unsuccessful, players can end their journey here - their characters can die. During the quest upon reading the narrative, the players can talk to each other and interact as their characters to make the decision. It's not possible to make different choices. The team must act as one unified unit. ''Prerequisites'': Portalist 4 people and no more in total ''Warning: ''your character may die on the quest. Quest is a one-time quest. The actual time you spend on the game quest + travel there / back: is half an hour. Portal ability must be used 1 time before the quest. [[Let's get started!]] You push into the underground library, stepping over shattered tiles and crushed shelves. The air is thick with dust and rot. Ceiling beams have collapsed across the aisles, books are scorched or crumbling. Every step forward is a struggle. You begin to doubt. This path is useless: too damaged, too slow. You're just about to turn back when it happens. Click. A trap, old, hidden, and deadly, triggers beneath your feet. Left over from the war with Sebastian, forgotten but still armed. A wall of flame explodes from the ceiling and floor. You don't have time to react. //Roll a d6 dice: the one with the lowest value is a victim of the trap, and the rest of you are heavily injured. // //Note: even if the portalist is dead, the portal in the courtyard is still stable. // Do you want to [[walk to the right towards the closed section]] or do you want to [[end the mission]]? You approach the entrance to the closed section. Surprisingly, the heavy door is still intact and locked. Sealed tight, untouched by demon claws or fire. Looks like even in the chaos, the creatures never bothered with the archives. They weren’t after knowledge. But you are. You: [[try to break the door down with brute force]]. //Pick someone from the party who will act. // [[try to open the door specifically with a Nephilim]]. //Pick someone from the party who will act. //You're preparing to infiltrate the Inquisitor's archives, buried deep within the ruins of the library in Alicante. The city is shattered, overrun with demons, and Idris is no longer a stronghold but a battlefield. Still, if you want the truth about the Nephilim, this is the only place left to look. The archives lie in the heart of the city, but direct portals are impossible, too unstable. The infrastructure is too far gone. You’ll have to open a portal to a nearby street or square and fight your way in from there. Choose your entry point. Prepare for resistance. //Remember that once opened right before the enemy: it can already bring demons on you. // Open a portal [[to the square in front of the library]]: from there, it's a short walk to the main entrance if it's not blocked. Open a portal directly [[to the backyard of the library]]. It was big, so there was hardly any place to land. Open a portal [[to the street next to the library]]. It takes longer, but it's safer, and the place isn't so open. You open the portal to a side street near the library. It’s not the fastest route, but it’s more secure, tight cover, fewer sightlines. A smart tactical choice. At first glance, everything looks clear. No demon patrols, no movement. Why would anything be lurking in an alley like this? Then you see them. Emma Carstairs and Julian Blackthorn, two of the most dangerous Nephilim ever born, older than they should be, sitting on the crumbling steps of a ruined building. Locked in a kiss that’s more blood and fire than love. The moment you step through, they break apart. Their hands are already on their blades. No words. No hesitation. They’re coming for you. You: [[Walk back into the portal]]. [[Try to talk to them]]. [[Try to knock them out]]. You break down the door. It takes brute force and more than a little recklessness. The frame groans, splinters, and gives way. But it comes at a cost. The one who broke through dislocates their shoulder and takes another status wound. //light if wasn't injured before or coma if was heavily injured// Worse, the door wasn’t just physical, it was protected. A binding spell snaps to life. The burglar’s hand sticks to the scorched metal, locked in place with a force stronger than iron. He can’t pull free. Not without help. Not without time. But time is something you don’t have. The rest of you push inside. Dust fills your lungs. The room is lined with brittle scrolls, forgotten treaties, records of alliances, betrayals, and the cold machinery of old Nephilim politics. Then you find it. A single scroll, still intact, marked in fading ink: “Parabatai.”//game helper will provide you the scroll//. //Decide what to do with the stuck one.// After you've done that, you can return. ''The mission is complete.'' The moment a Nephilim touches the handle, the heavy door clicks and swings open on its own: smooth and silent. No resistance. No traps. Who would’ve thought access to a sealed archive could be this easy? You move inside and begin the search. Dust hangs in the air like fog, coating everything: scrolls, ledgers, stone walls. Most of what you find are old treaties, political records, and bureaucratic relics of the past. But then you spot the shelf. Tucked in the far corner, marked clearly: Ancient Powers of the Nephilim. It’s nearly empty, just one scroll remains. “Parabatai.” You take it. //Game Helper will now provide the scroll.// No alarms. No enemies. You have what you came for. You can return now, the ''mission is complete''. Getting close is suicide. You can feel it, Emma and Julian radiate power twisted far beyond human. Without backup or enhanced abilities, hand-to-hand is a death sentence. You hesitate, calculating. Maybe there's another way in? No chance. They're not just guarding the alley, they’re guarding everything. Every entrance. Every path. This wasn’t a coincidence. It was a trap. And now they’re running at you, blades drawn, faster than any normal Shadowhunter should move. You make the only call left: fall back. You sprint to the portal, diving through just as steel flashes behind you. ''Mission failed.''You try diplomacy. A long shot, but if there’s even a shred of humanity left in Emma and Julian, maybe you can reach it. You don’t. They don’t listen. They don’t care. The moment you speak, their eyes narrow, and the shouting draws attention. Demons pour in from the main square, dozens of them. Clawed, shrieking, fast. The entire block becomes a war zone in seconds. No time to fight. No chance to win. You throw everything into forcing the portal open as blades slice and teeth snap. //One, to whom the d6 dice will roll the least of all, is dead. // ''Quest failed, you had to leave.''You strike hard and fast. Emma and Julian may be stronger, but strength alone doesn't win a fight. They're outnumbered, and with precision and coordination, you bring them down. Unconscious, but alive. You barely have a moment to breathe before you hear the noise: shouts, howls, the sickening scrape of claws on stone, coming from the square. Too many demons. Too close. You hold your position. Rushing forward would be suicide. Then you spot it: a narrow hole in the cracked wall of the library. Just big enough to crawl through. Beyond it, you glimpse a shadowed courtyard, quiet for now. It’s risky. But it might be your only chance. Go [[to the backyard of the library]].You open the portal straight into the square in front of the library, fast, direct, risky. Too risky. You land in the middle of a massacre. Demons are everywhere, feasting on what’s left of a pack of werewolves. The air reeks of blood and smoke. They spot you instantly. A dozen of them charge. No time to react. No chance to hold them off. You fight just long enough to tear the portal open again, barely. Claws rake your back. Fangs sink into flesh. You fall through the portal covered in blood, yours and others’. You hit the floor of the Institute hard. Everyone is badly injured. Some aren’t moving. ''Quest failed. ''You were forced to retreat.You drop into the overgrown courtyard, weeds up to your knees, shattered stone underfoot. The walls of the library rise around you like a broken fortress. From beyond, you hear the sounds of demons tearing through what remains of the street. They haven’t seen you. Not yet. You move fast. The cellar door is cracked open, untouched. You slip inside and descend: no barriers, no signs of a fight. Just the heavy silence of old stone and forgotten knowledge. At the bottom, the corridor splits. Left leads to the main library, the public archive. Every Shadowhunter has walked those halls. Right is different. Sealed. Restricted. The air is colder there. Heavier. You: [[walk to the left toward the library]]. [[walk to the right towards the closed section]]. The fire leaves deep burns, too many, too severe. Every movement sends waves of pain through your body. You can’t go on like this. Not without risking permanent damage… or worse. Pushing forward isn’t an option anymore. You make the call. You retreat, dragging each other back through the wreckage to the portal. The mission's over. "Mission failed."'