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Mask Campaign Chapter 4e: Into The Castle
When the players finally head to the castle (See
Land's
Edge Castle) they may be assuming that they are headed to safety
from the monsters hunting them, well they are dead wrong. Once they
reach the castle Castilus
will attempt to herd them toward the summoning room. Remember that
Castilus is restricted to 1 summoning a turn with a duration of
3 turns. This means he can only have 3 summoned groups of creatures
at any time.
The players will be able to give themselves some
breathing room if they can ward the door to the summoning room or
if they can find a way to bar themselves into an area. Remember
to kill NPCs before you seriously go after the party, they will
be running short of resources and warm bodies, while the summoned
groups continue to show up. The castle has a few denizens but these
are all unintelligent creatures that will not respond to Castilus
telepathic commands.
If the players reach Castilus's room he will
be waiting with an illusion spell up to make himself seem friendly
and helpful. He will take the form of an angelic being, GM's choice,
and implore the party to set him free so that he can stop the curse
that has overtaken the area. He will tell nothing but lies, if asked
about Serek's obvious corpse, he will blame the wizard for the curse
he claims affects the town.
He will finally use his illusions to conjure
large piles of treasure in a desperate attempt to get the players
to release him. Failing all this he will claim to be able to answer
whatever questions they might have...if they release him first.
In the end if the players release him they must fight or be killed.
Castilus has no fear of death since this is not his true form but
a manifestation.
If the players figure out he is a liar they must
seal the door and stop any returning minions from breaking the seal
to stop Castilus attacks on them. The information on the Island
of Vigilance is in the wizard Serek's diary. Once Castilus is
destroyed or sealed off the undead in the town and castle go to
their final rest and the remaining summoned creatures vanish. The
party will be able to construct flimsy rowboats with some work over
the course of a few days. Remember that Captain Pectas has a schedule
to keep and will sail The Merry Annafter 2 weeks of waiting. See
chapter 4d for
details on the boat and crew. Any surviving members of the shore
party will be forever grateful to the party for their rescue.
continue...
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