Mask Adventure 12b: All that for nothing #2
OUTCOME #2 The PCs Recover the Mask of Illusion themselves:
Shar may be dead or alive for this situation. If she and
her group have been killed by the PCs then they have all the masks.
If they only got away with the mask of illusion then Baron Ganth
will attack the camp and ambush the PCs at the same time. In the
end he will have all the masks or most of them.
After the PCs leave the camp they will be followed
by Blackthorn and his men. Blackthorn will send one of his men ahead
to the Baron's army so they may set a trap for capturing the PCs.
Even though the masks are supposedly indestructible Baron Ganth
wants to take no chances and orders his army to disable and capture
the PCs. As the DM make this happen. The wizards below are part
of Ganth's army along with the 300 men to ambush the PCs. Several
of the wizard spells are to be used to disable the PCs. If need
be use more spell casters and tricks to make sure the PCs go down,
beat them into unconsciousness.
|Brazke, male human WIz7
Wizards, male human Wiz7: CR 7; Size M (5 ft., 3 in. tall);
HD 7d4+14; hp 36; Init +1 (+1 Dex); Spd 30 ft.; AC 11 (+1
Dex); Attack +2 melee, or +4 ranged; SV Fort +4, Ref +3, Will
+7; AL N; Str 9, Dex 13, Con 14, Int 14, Wis 10, Cha 11.
Equipment: Dagger, robes, cloak, Wand of
Hold Person (12 charges, at 10th level)
Languages Spoken: Common
Skills and feats: Concentration +12, Craft
+11, Disguise +1, Hide +1, Innuendo +1, Knowledge (arcana)
+13, Knowledge (Xoth history) +11, Listen +0, Move silently
+1, Ride +6, Scry +3, Spot +0; Craft magic arms and armor,
Craft wondrous item, Heighten spell, Iron will, [Scribe scroll],
Skill focus (knowledge (arcana)).
Wizard Spells Known (4/5/4/2/1):
1st: Change Self, Feather Fall, Identify,
Mage Armor, Magic Missile, Shield, Shocking Grasp, Spider
2nd: Blindness/Deafness, Blur, Knock, Levitate,
Summon Monster II, Web.
3rd: Dispel Magic, Fireball, Hold Person,
Magic Circle against Evil, Slow, Stinking Cloud.
4th: Charm Monster, Improved Invisibility,
Polymorph Other, Wall of Fire, Wall of Ice.
|Trimbue, male human WIz7
Karim, male human Wiz7: CR 7; Size M (5 ft., 11 in. tall);
HD 7d4+7; hp 27; Init +3 (+3 Dex); Spd 30 ft.; AC 13 (+3 Dex);
Attack +4 melee, or +6 ranged; SV Fort +3, Ref +5, Will +6;
AL N; Str 12, Dex 16, Con 13, Int 18, Wis 13, Cha 8.
Equipment: Staff, Robes, Gem of Seeing (1 charge)
Languages Spoken: Common, Orc
Skills and feats: Alchemy +12, Appraise
+5, Bluff +2, Hide +3, Intimidate +2, Knowledge +13, Knowledge
(religion) +13, Listen +1, Move silently +3, Open lock +5,
Profession +8, Scry +10, Spot +5; Heighten spell, Maximize
spell, Quicken spell, [Scribe scroll], Spell penetration,
Wizard Spells Known (4/5/4/3/2):
1st: Change Self, Charm Person, Enlarge,
Identify, Mage Armor, Magic Missile, Shield, Shocking Grasp,
Silent Image, Sleep, Spider Climb.
2nd: Blindness/Deafness, Invisibility, Knock,
See Invisibility, Summon Monster II, Web.
3rd: Evard's Black Tentacles, Fireball,
Haste, Hold Person, Slow, Stinking Cloud.
4th: Confusion, Improved Invisibility, Polymorph
Other, Wall of Fire..
| Ulek, male human WIz7
Svatt, male human Wiz7: CR 7; Size M (6 ft., 0 in. tall);
HD 7d4+21; hp 44; Init +2 (+2 Dex); Spd 30 ft.; AC 12 (+2
Dex); Attack +5 melee, or +5 ranged; SV Fort +5, Ref +4, Will
+7; AL N; Str 15, Dex 15, Con 17, Int 18, Wis 14, Cha 14.
Equipment: Staff, robes
Languages Spoken: Common, Gnome, Elf
Skills and feats: Alchemy +13, Craft +13,
Hide +2, Knowledge +14 (history), Knowledge (magic) +14, Knowledge
(religion) +13, Listen +2, Move silently +2, Profession +9,
Scry +16, Spot +2; Empower spell, Leadership, Quicken spell,
[Scribe scroll], Skill focus (scry), Still spell.
Wizard Spells Known (4/5/4/3/2):
1st: Charm Person, Chill Touch, Color Spray,
Feather Fall, Identify, Magic Missile, Obscuring Mist, Shield.
2nd: Alter Self, Levitate, Melf's Acid Arrow,
Mirror Image, Tasha's Hideous Laughter, Web.
3rd: Dispel Magic, Fireball, Invisibility
Sphere, Slow, Stinking Cloud. Summon Monster III.
4th: Crushing Despair, Fear, Globe of Invulnerability
(Lessor), Summon Monster IV, Wall of Ice.
|300 soldiers, male human War1
Soldiers, male human War1: CR 1; Size M (5 ft., 10 in.
tall); HD 1d8+1; hp 8; Init +5 (+1 Dex, +4 Improved initiative);
Spd 30 ft.; AC 16 (+1 Dex, Chainmail); Attack +3 (+1 Focus,
+1 Base, +1 Str) melee, or +2 (+1 Base, +1 Dex) ranged; (longsword
1d8 +1, crossbow 1d8) SV Fort +3 (+2 Base, +1 Con), Ref +1
(+0 Base, +1 Dex), Will +0 (+0 Base); AL N; Str 12 (+1), Dex
12 (+1), Con 12 (+1), Int 11 (0), Wis 10 (0), Cha 10 (+0).
Skills and feats: Hide +2 (+1 Rank,+1 Dex), Intimidate
+4 (+4 Rank), Listen +0, Move silently +1 (+1 Dex), Ride +3
(+2 Rank, +1 Dex), Spot +0; Weapon Focus (longsword), Improved
EQ: chainmail, dagger, longsword, light crossbow,
After the PCs are subdued they will be tied up
chained to one another, spell casters will be gagged, and they all
will be closely guarded so they do not escape. 3 Wizards and 25
soldiers will be assigned to guard them. The PCs have enough chain
to walk at 1/4 their normal speed at best. If they try to escape
the guards and wizards will have no worries about killing them.
The PCs are stripped of their gear of course.
As soon as the last of the PCs is awake one of
the guards will leave. Within 3 minutes a man of nobility will enter
the tent keeping his distance from any attempt at his life. Around
his neck is the mask of abjuration. He introduced himself as Horatius
Ganth, Baron of the lands of Ganth. "I
was such a fool chasing after each mask. I expended resources and
men in the pursuit of them and you. I finally realized that all
I had to do is follow you. You would eventually find the masks and
I would eventually take them from you all at once. It is a pity
about all of you. You are resourceful, intelligent, and full of
surprises, qualities I find in myself. I would love to have you
working for me, but we both know that is not possible."
The Baron sighs. "So the only thing left
to wonder is what to do with all of you. I suppose that all I can
do is let you go." With that the Baron leaves the tent.
He will politely answer questions if asked only telling the truth
when it serves him. After a few questions he will say he has other
duties to perform and leave.
In truth the Baron will not let the PCs live.
About 20 minutes after the Baron leaves the 3 wizards and 15 of
the men will politely escort the PCs to a clearing and tell them
that the Baron wants to make sure they leave in the opposite direction
of his army. They will not untie the PCs but tell them to start
walking and they will watch till they are out of site. At the other
end of the clearing on a tree lies their key to freedom from the
When the PCs get about 50' away any party spell
caster will hear the chanting from the 3 wizards, a fireball spell.
Give the PCs half action to react to the threat of being triple
fire balled, no save. Of course there is no action they can take
to prevent their demise. After they have done their actions read
them this passage.
"All three wizards in unison unleash their
fiery spell. Three small beads appear from their hands and begin
to take flight toward you. Knowing your end is within moments, fear
and frustration quickly take hold knowing there is nothing you can
do to prevent this demise... Only a miracle can save you now....
As quick as each fire bead began its journey so it ends. The beads
of fire explode within just a few feet from the spell casters and
soldiers. Screams of burning men echo in your ears as you watch
what seems to be the impossible happen, a miracle."