Mask Campaign Chapter 3e: The Final Conflict
Upon entering the tunnels system the party sees
an intersection of 4 tunnels. Allow them to make track rolls or
simply listen to figure out which tunnel the plague
were is moving down.
The plague were will move down through a series
of passages that become somewhat damp but not really wet, more like
slimy. Eventually the players can hear the loud chanting of Malchor.
As they get closer there is a glyph of warding in the tunnel
that will trigger, unless checking for traps somehow. The glyph
will do fire damage of 7d4 to whoever triggered it and anyone in
5'. At this point Malchor stops chanting. He is in a 30' x 30' room
at the end of one of the tunnels.
He calls to the party to come out, if he hears
casting he begins his own spells. If not when they enter he gloats
at his superiority and asks if they were looking for their lady
fair. Pointing to an altar the party notices the wriggling form
of Elan, all tied up and
ready for sacrifice.
Malchor is not alone however and calls for his
minions to attack. Besides the badly wounded plague were, he has
4 plague zombies
left. As he sets these on the party he will cast spells to aid him
and his minions, like prayer and aid, or offensive
spells, like hold person, command, etc..
Once engaged in to hand to hand he will cast
a poison spell on his first opponent. Malchor will not retreat,
he has nowhere to run really. Out of spite he will try to kill Elan
if he believes he will lose the battle as in typical villain fashion.
When malchor and his creatures are well and truly defeated Elan
can be freed. Elan, who is somewhat hysterical from her captivity,
will eventually tell the party that Malchor bragged of killing the
sage Fero and stole the information concerning the masks.
Sure enough the books of the sage Fero are collected
here along with some stolen goods that Malchor kept for himself.
Kangran will insist that
the stolen goods be returned but will allow the party to keep whatever
information they want from the dead sage's books.
Kangran will also insist that the party stay
around for a few days to help explain the situation to the various
officials and guild masters who all want to know what happened.
When all is said and done they have a close ally now in Captain
Kangran. Also the merchant's guild, under directions from the
king's representatives, will hold a celebration to honor the party
members for their efforts and reward them.
Each party member will be given a silver necklace
with a gold pendant representing the coat-of arms of the city, value
of 300 gp. but here in Laribus the value would be closer to 500.
The players will be somewhat known in the city for some time and
will likely be given large discounts and welcome gifts by those
who appreciate their accomplishments. But alas there is more work