|
Mask adventure 10d: Knock Knock!
The party has explored caves 1 and 2 by now, or if you like simply
skip them to here.
Note: this area is an unused drow surface entrance. The
dark elves that are posted here have been sent here as punishment
or because of political considerations. While they will initially
attack the party, once the leader becomes aware of them she will
attempt to bargain so as to discover their purpose and, more importantly
to her, see what she can gain from the deal. If the party does not
wish to make a deal then the drow will have no choice but to fight
the party. Unlike some other situations making an alliance here
could be fatal since the drow will betray the party at their weakest
moment.
Cave #3 is the furthest along their route and
also the hardest to reach. It lies back down the mountainsides and
near several treacherous cliff faces. One thing to note is that
a small grove of trees lies near the cave growing ably along the
sheer side of the cliff face.
The cave entrance is immediately different to
the players since it is obviously worked stone. The entrance is
15' high and 20'; there are no signs of passage however. Inside
the cave resembles a long tunnel winding down at a slight slope
into the earth. As soon as the players reveal light the guards who
watch this entrance will spot them.
The passage here travels approximately 200' before
reaching the defenses at area #1. If the party is using a light
source then they will be spotted at a distance of 100' unless it
is night on the surface in which case they will be spotted immediately
upon entering the tunnel.
Read through the accompanying area Dark
Elf Complex before running this section. We'll wait for you.
hmmm, hmm, hmm. You back? Ok lets continue.
Dark elf reactions: When the dark elves notice the party,
1 will go to send out the alarm while the other attacks with his
poisoned crossbow. The guard will return in 2 rounds and 3 guards
and 1 officer will arrive 2 rounds after him. They will continue
to barrage the characters and prevent anyone getting past the wall.
They will use their darkness spells to hinder the party. They have
no qualms wasting shots by firing into the darkness and hoping for
lucky hits. All remaining guards will be suited up after 5 more
rounds. 2 will go to the other post to bolster it while the rest
and the 2 officers go to the main staging area. The captain will
take 3 more rounds to get her armor on and will then drag the wizard
Durgaan along with her to the staging area. The captain will then
attempt to discover who is attacking from the soldiers at the wall.
She will attempt to call a cease-fire at this point. If the party
obliges she will ask their business and apologize for her over-aggressive
men, all from behind the safety of the wall of course.
If the party does not wish to chat or attempt
diplomacy then the dark elves will go back to attacking them. If
the party fails to breach the wall and falls back to regroup then
Durgaan will be forced to lead an attack against the party through
the secret passage, which Sheltan will reseal as he leaves!
He will take 1/2 of the remaining dark elf warriors
and officers and attempt to ambush the party's campsite. He will
make use of his invisibility spells to help him and the others get
close. Remember that Durgaan is a coward and will not let anyone
close with him if possible. He will dimension door away when HE
decides the raid is a failure, even if he must leave all the troops
behind.
Back to the diplomacy option: If the players
are amiable to talking, Sheltan will explain that they are here
to guard against surface world invasions which makes her men somewhat
jumpy. She will ask the party to state what their business is so
she can determine if she can grant them passage.
When the dark elves notice the party, 1 will
go to send out the alarm while the other attacks with his poisoned
crossbow. The guard will return in 2 rounds and 3 guards and 1 officer
will arrive 2 rounds after him. They will continue to barrage the
characters and prevent anyone getting past the wall. They will use
their darkness spells to hinder the party. They have no qualms wasting
shots by firing into the darkness and hoping for lucky hits. All
remaining guards will be suited up after 5 more rounds. 2 will go
to the other post to bolster it while the rest and the 2 officers
go to the main staging area. The captain will take 3 more rounds
to get her armor on and will then drag the wizard Durgaan along
with her to the staging area. The captain will then attempt to discover
who is attacking from the soldiers at the wall. She will attempt
to call a cease-fire at this point. If the party obliges she will
ask their business and apologize for her over-aggressive men, all
from behind the safety of the wall of course.
If the party does not wish to chat or attempt
diplomacy then the dark elves will go back to attacking them. If
the party fails to breach the wall and falls back to regroup then
Durgaan will be forced to lead an attack against the party through
the secret passage, which Sheltan will reseal as he leaves!
He will take 1/2 of the remaining dark elf warriors
and officers and attempt to ambush the party's campsite. He will
make use of his invisibility spells to help him and the others get
close. Remember that Durgaan is a coward and will not let anyone
close with him if possible. He will dimension door away when HE
decides the raid is a failure, even if he must leave all the troops
behind.
Back to the diplomacy option: If the players
are amiable to talking, Sheltan will explain that they are here
to guard against surface world invasions which makes her men somewhat
jumpy. She will ask the party to state what their business is so
she can determine if she can grant them passage.
continue...
|