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Mask Adventure 11b: The Dig Site
Map for Digsite
Leaving the Moaning Forest the PCs will easily
find the area of the dig site with Omar's
help. Before the party gets to the open area of the dig site they
might encounter a patrol. Shar
has put four 8 man patrols to walk the perimeter of the dig site
to discourage intruders from observing what her group is doing.
The patrols are instructed to observe those that stumble near the
area and only bully them off if needed, in other words if they get
too close. The patrol is also instructed to alert the rest of the
camp if the intruders know of the dig or if the intruders are the
party. Shar has told the patrols to specifically be looking for
the PCs.
The party has a 50% chance of encountering a
patrol during the day and 25% chance during the night, conduct surprise
normally. If the patrol spots the party the leader of the patrol
will blow a small horn that will alert the camp that the intruders
are armed and aware of the site. On the 4th round of combat 2 other
patrols will join the combat. On the 5th round the last patrol will
join the combat. If the patrol has half of their members disabled
or killed and it seems as if they are losing the combat they will
turn and run. If a patrol is eliminated before the other patrols
arrive the the party has the standard chance of encountering each
patrol as above. If the party hides this chance can be reduced at
the DM's discretion.
| Patrol, 7 humans FTR2, 1 human FTR5 (4 patrols) |
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Leader, male human Ftr5: CR 5; Size M (5 ft., 9 in. tall);
HD 5d10+5; hp 34; Init +4 (+4 Improved initiative); Spd 30
ft.; AC 10; Attack +9 melee, or +6 ranged; SV Fort +5, Ref
+1, Will +1; AL N; Str 17, Dex 11, Con 12, Int 13, Wis 11,
Cha 10.
Languages Spoken: Common, Elven.
Skills and feats: Gather information +2, Handle animal
+6, Hide +2, Innuendo +1, Intimidate +6, Jump +7, Listen +0,
Move silently +0, Spot +0, Wilderness Lore +3; Expertise,
Improved initiative, Improved unarmed strike, Power attack,
Weapon focus (longsword), Weapon focus (longbow).
EQ: small horn, longsword, chainmail, dagger, buckler,
longbow, 20 arrows 5 gp.
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male human Ftr2: CR 2; Size M (5 ft., 8 in. tall); HD 2d10+3;
hp 23; Init +1 (+1 Dex); Spd 30 ft.; AC 16 (+1 Dex, +5 armor);
Attack +5 melee, or +3 ranged; SV Fort +3, Ref +1, Will +0;
AL N; Str 14, Dex 13, Con 13, Int 10, Wis 10, Cha 11.
Languages Spoken: Common
Skills and feats: Climb +5, Gather information +2,
Hide +2, Listen +2, Move silently +2, Ride +4, Search +1,
Spot +1, Exotic weapon proficiency (crossbow, repeating),
Mounted combat, Point blank shot, Power attack, Weapon Focus
(longsword).
EQ: longsword, chainmail, dagger, buckler, 5 gp.
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No matter the outcome of the patrols the PCs
will either investigate the dig site, try to attack the camp, sneak
into the dig site, or negotiate with Shar.
If she is alerted to their presence by a patrol she will try to
capture them by force in the daylight using as many men from the
camp as possible and her mercenaries. The idea is to capture the
PCs. If the encounter is at night she will lay a trap to capture
the PCs as they sneak in. Remember that if Shar is aware the PCs
are in the area she will know of whatever they do, remember she
does have the mask of divination. Unless the PCs took measures to
block this allow her to surprise them in the ambush.
Once captured she will take the masks from the
PCs and hold Elan and Omar
hostage in a different part of the camp, tent #3. They will both
be tied and gagged. Feeling as if she has gotten what she wanted
from the PCs she will freely discuss any matter with them, except
who she works for. She will explain that the mask of divination
has started to reveal the location of the mask of evocation in the
last few days. "The divination mask seemed
to tell me this information on its own, I did not purposely activate
the mask for information. I was wondering the whereabouts of the
fire mask though when it happened. From what the dinination mask
told apparently the fire mask is not too far from here strangely
enough. That's a proper term for it, right?" she will
ask a PC wizard, "fire come from evocation
magic? Fire mask?" She will continue, "Apparently
it is a red demon face, how appropriate."
She will explain to the PCs that they found a
dungeon within the dig site and that the PCs are to go down there
and retrieve the mask of illusion. If the PCs protest she will explain
that they are more experienced than the 2 men already lost to traps
within the place. She is aware that she needs her men to watch the
PCs and keep order. She also knows that the party is expendable.
If need be she will threaten to kill Elan and Omar if the party
does not do what she wants, and she will do it too.
If by chance the PCs defeat Shar the rest of
the dig site workers and mercenaries will leave seeing as their
employer can't pay them anymore. The PCs will have the dig site
and the divination mask all to their own.
In the camp there are 6 other patrol leaders
and 48 armed men as above. There are also 20 hired dig site workers.
The workers will flee from combat or surrender if confronted not
wishing to die or fight.
1. Main Tent: Shar and her marauders sleep in her. She has
1/3 of the tent sectioned off for her. Grug,
Marne, Reavis,
and Proth sleep in the rest
of the tent. Shar keeps her belongings in a chest that is is trapped
with poison gas (Fort DC: 20, no save: paralyzed, save: violent
coughing that alerts others) The trap is DC 35 itself to disarm.
The others have chests of their own that only they have the key.
Proth is a new member to the group Shar picked up along the way
here to replace her former priest.
2. Phantasm's Quarters: Phantasm
requested his own quarters and Shar obliged him. Even though he
is part of her group she still finds him eerie to be around at times.
The tent is adorned with various curtains of different scintillating
colors: blue, red, yellow, and green. Each of these are designed
to play small illusions on those that peer through them or try to
walk around them. Different figures seem to move and shift when
entering the tent amidst the shadows of the candlelight and curtains.
Phantasm does this to scare away the unwanted or mislead any who
would want to harm him. There are 5 different areas in the tent
itself. PCs trying to work their way through the tent must save
or be confused inside the curtains (Will DC: 25) and only have a
1 in 5 chance of finding the correct curtain that Phantasm is behind.
If they succeed the save they can find Phantasm's where abouts within
2 rounds.
3. Supply Tent and Prison: This is normally a supply room
but is also where Elan and Omar will be imprisoned if the party
is captured. Phantasm will sprinkle a non-detection dust (as spell)
in the tent so the PCs will not be able to find them. Both NPCs
will be behind a series of crates and barrels to hide them from
peering eyes.
continue...
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