A Night of Masks and Monsters

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A Night of Masks and Monsters

In the strange city of Ibrido, magic lurks everywhere — and sometimes, it has claws.

By Ashley Warren

1
Table of Contents
Summary — 3 Characters — 15
Adventure Hook — 3 Main Characters — 15
Arrival in the City Square — 4 Party Performers — 16
Map of the City Square — 4 Marquis's Cup Players — 16
Party Guests — 17

Scene 1: The Bridge to the


Castle — 5 Masks — 18
Selecting a Mask — 5 Mask Mechanics — 18
Describing the Party — 5 Beastly Qualities — 18
A Chance Encounter — 5

Thanks and
Scene 2: Attending the Acknowledgements — 19
Party — 6
Seeking Answers in the Castle — 6
Marquis's Cup — 7 Mask print-out cards — 20

Scene 3: The
Transformation — 8
The Beasts — 8
The Battle Begins — 8
After the Battle — 9

Enemy Stats — 10
Enemy stats con't — 11

The Castel di Maschera —


12
Main Layout — 13
Basement — 14
What adventures await in Ibrido?

Summary

I
n the city of Ibrido, locals enjoy a life of splendor and
frivolity. Every week, a lavish party is held at the A classic war between
Castel di Maschera, hosted by the Marquis di
Maschera, Prospero, who has a reputation for being angels and demons
a generous party-thrower and avid patron of the arts. The players will not know until the conclusion of the game
Receiving an invitation to a Marquis di Maschera that they have just participated in one battle in a much larger
party is coveted, and those who enter his social circle war. For centuries, an order of seraphim known as the
never leave it. Aureum have fought to defeat the Malum Animus: a collective
But the Castel di Maschera holds many secrets. When a of demonic chimera, hybrid creatures, and cursed werefolk.
strange, hybrid creature — half bird, half man — is found Marquis Prospero di Maschera is a pseudonym for a
brutally murdered in Ibrido’s city square, tattooed with the cambion named Akro, who can alter his appearance at will
Marquis’s signature symbol of two masks, rumors have begun (see Characters, pg. 15). After losing a battle against the
to spread throughout Ibrido that something more sinister Aureum, Akro was forced to remain for centuries in the Nine
may be occurring. Hells, where cambion are born. Eventually, Akro became
Did a Marquis di Maschera party simply get out of hand, or more powerful and learned how to plane shift. He escaped to
does a real danger threaten the inhabitants of Ibrido? the Material Plane, and began building an army of chimera,
searching for more monsters to recruit to his cause.
Adventure hook In attendance at the party is Kara Krasandel, a deva who
commands the Aureum. If she goes after Akro on the
The players, as a thanks for completing a previous quest, are Material Plane, this could instigate a devestating, world-
given an all-expense-paid vacation to the island of Ibrido. ending battle. As such, Kara hopes a group of heroes will kill
Having received word of their renown, Marquis di Maschera Akro in Ibrido so his soul will be transported back to the Nine
has sent them personalized invitations to a party at the Castel Hells, and the Aureum can defeat him there once and for all.
di Maschera.
The players are transported by gondola across a deep blue
lagoon, and taken to the Ibrido city square. They will arrive at
sunset. A bridge will take the players directly to the castle.

The Demiplane of Emberez


Ibrido is a city comprised of many islands
connected via canals. It is located in a demiplane
called Emberez, which is currently embroiled in a
war, although on the surface life appears to
proceed as usual. Emberez is the setting of a larger
campaign called A Requiem of Wings.

SUMMARY 3
Arrival in the city square

T
he entirety of Ibrido is divided up by canals, An human woman named Kara Krasandel (see
and bridges connect the islands to one another. Characters, pg. 15) lingers near the base of the stairs. She
The gondola will dock at Ibrido's city square. has long, blue hair bound in an intricate braid, and she
The square is lovely, paved with cobblestone, wears a very beautiful blue and gold gown. Atop her head
and the perimeter is lined with buildings all is a golden dragon mask; it does not yet cover her face. If
painted in pastel tones. Each building varies in they do not approach her first, Kara will greet the players
architecture — some have arched windows in the square. She has information about the death.
and doorways; others have rectangular windows with stained
glass — but the effect is altogether very pleasing. The murder of the strange creature
This is what players can see in the city square: "It happened last week, a day after the Marquis’s last party. A
A makeshift memorial commemorates the recent death body of a strange creature was found in the square. He was
of a strange creature. The memorial includes a cluster of half human, half bird; large blue wings sprouted from his back,
lit candles; several long, blue feathers; and a wooden and his arms and shoulders were covered with feathers. We
amulet, onto which a symbol of an eye has been carved. think he was murdered because his wings were no longer
A large, stone bridge leads to the front entrance of Castel attached to his back; they had been torn out, and his bones
di Maschera. A canal runs underneath the bridge. The
bridge is approximately 20 ft wide. were broken as if he had fallen from the sky. Nothing like this
A tall clock tower looms over the square. It is a very has ever occurred in Ibrido." — Kara Krasandel
beautiful clock, depicting the phases of the moon and
astronomical symbols alongside the time. It chimes every Kara has lived in Ibrido her whole life, and has attended
30 minutes, and the sound is heard throughout the whole Marquis’s parties before. She is very worried about the
island. murder, and asks the players to be on alert when they attend
the party. On a DC12 Perception check, the player will note
that Kara has the symbol of an eye tattooed onto each of her
palms.

Map of the city square


A: The makeshift memorial.
B: The tall clock tower.
C: The stone bridge to the castle.

4 ARRIVAL IN THE CITY SQUARE


Scene 1 — The Bridge to the Castle

W
hen the players proceed across the bridge, A chance encounter
they will see a queue of people waiting to get
into the party. There are two distinct lines: the A chance encounter may kick off a round of combat. A tiny
left is filled with people of all shapes and sizes halfling man named Piccolo Troppovino, wearing a corgi
wearing party attire and donning a variety of mask, will collide with a player, selected at random by the
masks; the right is filled with less fortunate DM. Angry, and clearly drunk, the halfling will attack the
people, wearing torn and dirty clothes. The player by throwing a punch.
players will hear coughing and noises of sickness coming
from the right. If asked, Kara will tell them that several years Don't mess with the drunk monk
ago, the island suffered a terrible plague, and the Marquis "How dare you trod on Piccolo! (hiccups)." — Piccolo
worries that his partygoers may become infected. Troppovino

Selecting a mask
The encounter will catch the attention of the Marquis, who
A tall woman wearing a very detailed black cat mask will will come greet the players. If the players kill Piccolo,
wave the players to the front of the line. Her name is Sewing Prospero will be displeased by the disruption, but will state
Needle. A DC11 Perception check will reveal that she has that Piccolo often cannot control himself and he does not
furry paws for hands, and appears to be a Tabaxi. She blame them. If they subdue Piccolo or attempt to negotiate,
recognizes the players as the heroes who have received Prospero will have Piccolo removed from the party, and will
special invitations. She requests that each player select a thank the players.
mask to wear for the duration of the party.
Be sure to read Masks on pg. 18 for information on this Combat tactics
mechanic. The DM can choose to administer the masks
randomly by having the players draw one of the nine cards, or Piccolo is a level 5 monk (see Characters, pg. 15). However,
allow the players to select the style mask they like best. because Piccolo is very intoxicated, roll disadvantage on
Players cannot read about the properties of their mask until Piccolo’s attack rolls. Once combat begins, Piccolo will
the first bell chimes 30 minutes into the party. They cannot become intimidated by the players and will yield, unless he is
enter the party until they have put on their masks and once killed on the first shot.
they are wearing the masks, the players will discover that
they cannot remove them — yet. The DM may decide when to Meeting the marquis
reveal this. Regardless of the fight's outcome, Prospero will be pleased to
meet the players. He is very charismatic and warm, and
Describing the party seems to know much about the players. (You can infuse
Prospero's greeting with some tidbits from the player's
It's all about the atmosphere character sheets.)
The Castel di Maschera is a beautiful, old castle, and the Prospero has a mask depicting three faces with three
party atmosphere is divine (see The Castel di Maschera, pg. different expressions: horror, joy, and sadness. Like Kara, he
12). Hundreds of people are in attendance, all wearing wears his mask propped up on the top of his head while he
masks. The party begins at dusk, and the castle is candlelit; speaks with the group.
chandeliers cast a glow over the festivities. If asked about the dead bird-man, Prospero will respond
A feeble remaining daylight filters in through the stained that he was very saddened by the event, but denies that
glass windows, casting colorful patterns onto the high stone anything occurred at the party. He says the symbol of the two
walls. This light will only last for another half hour. masks is indeed his, but was likely a party gift from the tattoo
In the main hall, there is much to see and do. Many artist, who attends each party.
performances are happening simultaneously. A gnome bard, After a minute, he will excuse himself to attend to other
wearing a mask adorned with finch feathers, enthusiastically guests, and will pull the mask over his face.
plays a fiddle. A trio of belly dancers, each wearing an owl
mask, move in syncopation next to a snake charmer, an elven
man wearing a serpent mask, sitting cross-legged on the floor
before his snake basket. A drow fortune teller, donning a
scorpion mask, sits behind a low, velvet-covered table.
There is also plenty of food. The back wall is lined with
long rectangular tables covered in a variety of offerings:
goblets of wine, cakes and cookies, plaited black breads, and
a roast pig with an apple in its mouth. The festivities are an
assault on the senses, and it is very overwhelming.

SCENE 1 | BRIDGE TO THE CASTLE 5


Scene 2 — Attending the Party

A
fter the encounter with Piccolo, the players can The laboratory contains a gruesome sight: five dead
determine what to do next. They may choose to creatures lay atop five tables. The races of the creatures vary:
explore the castle, partake in games or there is a human male, a dwarf woman with vivid red hair, a
activities, eat and imbibe, or converse with half-orc woman, a half-elf man, and a gnome man. None of
NPCs. (A list of NPC guests can be found on pg. them wear a mask. Each of the bodies is missing a limb, and
17). The area near the food tables is crowded. animal parts that look canine in nature have been crudely
All of the drinks have been poisoned with a sewn to the bodies in place of the missing limbs. The rest of
long-term sleeping draught, which may be discovered by a the animal’s bodies cannot be found.
player. The sleeping draught takes effect after thirty minutes. The basement also houses a gaunt, disheveled, and feral
If the players consume the wine, the effects can be wererat (MM, pg 209) in hybrid form. The wererat has gone
removed with a potion of healing (any level) or a healing, mad from its captivity and cannot communicate. The wererat
restoration, or remove curse spell of any level. will attack the players once they enter the secret laboratory.
After thirty minutes, or whenever the DM determines, the Although it has a knife, it will prefer to bite.
players will hear the bell chime from the nearby bell tower. After defeating the wererat, a DC13 Investigation check
Each player will have attuned to their mask at this point, and will reveal the Marquis di Maschera's symbol tattooed onto
can then flip their card over and learn about the mask's the wererat's wrist. If the players inspect the other dead
qualities. If they try to remove the mask, they will likely learn creatures, they will find tattoos on them as well, on the
at this point that their masks cannot be removed. If they ask corpses' wrists or chests.
an NPC, the NPC will tell them that the masks ensure that
they won't be infected by the plague.
Wererat
Seeking answers in the Medium humanoid (human, shapechanger), lawful
evil
castle
Should the players choose to explore the castle to find Armor Class 12
Hit Points 33 (6d8 + 6)
answers and a solution to their problem, they will encounter Speed 30ft.
several things in the Castel di Maschera (for more
information about the Castel di Maschera, go to pg. 12).
On the main floor, the only other room to enter is a basic STR DEX CON INT WIS CHA
washroom, containing scented soaps and a washbasin. 10 (+0) 15 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
Players are free to go upstairs, where there are many guests
mingling. There are three rooms upstairs.
Skills Perception +2, Stealth +4
Damage Immunities bludgeoning, piercing, and
Prospero’s room slashing from nonmagical attacks not made with
The Marquis himself, Prospero, resides in the farthest room silvered weapons
on the left, although he will not be in there during the party. Senses darkvision 60 ft. (rat form only), passive
The door is locked, but can be opened with tools or force. The Perception 12
room itself is large, impeccably clean, and lavishly furnished. Languages Common (can't speak in rat form)
There is a tall mahogany bookshelf lined with books that look Challenge 2 (450 XP)
like they’ve never been read. Several swords, of different
designs, are mounted to the wall as decoration. Keen Smell. The wererat has an advantage on
Behind a hanging tapestry, depicting a grand lion with Wisdom (Perception) checks that rely on smell.
three heads, there is a hidden door that leads down into the
secret laboratory. This will be revealed on a DC16 Actions
Investigation check. Multiattack. The wererat makes two attacks, only
If the players do not go through the basement to get to the one of which can be a bite.
lower floor, they may choose to go back to the balcony, and
proceed downstairs. Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4 + 2) piercing damage. If the
target is a humanoid, it must succeed on a DC11
The secret laboratory Constitution saving throw or be cursed with
A steep, tight staircase leads downstairs into a windowless wererat lycanthropy.
stone chamber in the lower level of the castle. The room
appears to be a laboratory; dried herbs hang from hooks on
the walls, and there is a wooden table covered with empty
vials that smell foul. Censers, hanging from the ceiling, emit a
gray smoke.

6 SCENE 2 | ATTENDING THE PARTY


The tattoo artist Marquis's Cup Rules
Card Instruction
In the middle room on the top floor, a tattoo artist gives free
tattoos to guests. Her name is Zula Ozu; she is a tiefling with Ace Waterfall. To perform a waterfall, each player starts
drinking their beverage at the same time as the
crimson skin and large black ram horns. (See Characters, pg. person to their left. No player can stop drinking
15.) She wears a simple bejeweled mask. When the players until the player before them stops.
enter, a random NPC will be receiving a tattoo; this is not a
tattoo of Prospero's masks, so the DM can choose a design 2 Give 2 and Possibly a Third. Player points at two
people and tells them to drink. Player can also tell
that fits the NPC. Zula can be a source of information about one person to take two drinks.
Kara's eye symbol. She has never tattooed Prospero's symbol,
although she is familiar with it. 3 Three is Me. Player takes a drink.
4 Give 2 Take 2. Player gives out two drinks, and
The legend of the aureum takes two for themselves.
"The symbol of the eye is the symbol of the Aureum: celestial 5 Rule. Set a rule to be followed, e.g. drink with your
creatures from the heavenly realms. They are mortal enemies left hand, tap your head before you drink, don't use
first names, etc.
of the demons, and the angels and demons have been waging
a war for centuries. That’s what the legend says, anyway." — 6 Thumbs. The player puts their thumb on the table,
and tries to do this without anyone noticing. As
Zula Ozu people notice, they will also have to put their
thumb on the table too. The last person to place
The drinking game their thumb on the table drinks.
7 Raise Your Hand to Heaven. Last person to raise
In the far right room, a group of guests is participating in a their hand will drink.
drinking game. The players will see a circle of six people of
various races — a halfling with a mouse mask; a dragonborn 8 Mate. Player chooses a person to be their mate and
with a rabbit mask; a dwarf with a crab mask; a half-elf with a their mate drinks when you drink for the rest of the
game.
moon mask; an elf with a crocodile mask; and a human with a
skull mask — sitting on a large rug around a tankard of wine 9 Nine is Rhyme. Player says a word, and the person
and a deck of playing cards. Each has a goblet in front of to their right has to say a word that rhymes. This
them; some are empty, some are full. They are playing continues around the table until someone cannot
think of a word. This person must drink. The same
Marquis’s Cup. The players may choose to participate. word may not be used twice.
Playing Marquis’s Cup 10 Categories. The player comes up with a category of
The DM may choose to use a real deck of cards, or have them things, and the person to their right must come up
with something that falls within that category. This
roll a D20. Numbers 1-13 correspond with the cards, goes on around the table until someone can't
beginning at 1 for Ace, and 13 for King. come up with anything. This person must drink.
All wine consumed in the Castel di Maschera is poisoned
with a sleeping draught that takes effect after 30 minutes. If Jack All the men must take a drink.
all of the players choose to participate in Marquis's Cup and Queen All the women must take a drink.
prepare to consume wine, a half-elf named Eya Harisa, King Marquis's Cup! When each of the first 3 Kings are
wearing a crescent moon mask, will nudge the closest player drawn, the person who drew the card puts some of
and shake her head in warning. If the players speak further their drink into the Marquis's Cup at the center of
with Eya, she will tell them that she detects something the table. When the 4th King is drawn, the person
strange about the wine, but doesn't have the ability to purify who drew the 4th King must drink the contents of
it. A DC14 Insight check will bring the player's attention to the Marquis's Cup.
Eya's silver amulet, from which the symbol of an eye hangs. If
less than half of the players participate, Eya will not give
them this warning. However, players can still converse with
her and ask her questions.

A risk worth taking?


Participating in the drinking game puts the players
at risk for the sleeping spell, if they are unable to
cure it. However, it also presents the chance to ask
intoxicated party members more about the recent
murder. All of the NPCs in this room will speak
freely about their fears and suspicions. (See
Characters, pg. 16).

SCENE 2 Cont. 7
Scene 3 — The Transformation

A
fter being at the party for a while, the players Combat will then continue. See pg. 10 for Akro and Malinov's
will start to notice a change in their demeanor stats and abilities.
or appearance. Prompt the players to reflect on
this by selecting a random player to roll a
perception check. A DC12 Perception check Guidelines for Skill Checks
will reveal that another player is beginning to Understanding the curse: Arcana DC13 will
show signs of the animal that corresponds with reveal that the masks are indeed cursed, and
their mask; for instance, they will see a hint of fur on their defeating the source of the curse will stop the
hands, or tiny horns protruding from their skulls. effects and allow the masks to be removed.
As this happens, another event will take place regardless of Spellcaster limitations: Arcana DC12 will reveal
that any magic that banishes or transports the
where the players are in the castle. The DM can decide when target to another plane will not work while in
this event occurs depending on what the players are doing. the castle.
Essentially, the aim of this is to instigate a confrontation with Creature knowledge: Nature DC11 will reveal
Prospero. This event should lure the players to the main hall. that the giant vulture, while terrifying, is not a
magical familiar that can be resummoned.
The beasts
At this point, the mood of the party begins to shift. The
players will hear or see a dragonborn guest, wearing a tiger
mask, suddenly crouch to all fours and give a great roar.
A minute later, another guest, a half-orc wearing a lizard
mask, will convulse and collapse to the floor. A long, green
tail will protrude from his backside, and he will writhe on the
ground, attempting to crawl. Neither of these beastly guests
will be able to communicate.

The battle begins


The other guests will begin to panic and will try to remove
their masks, realizing that they have been tricked. If the
players do not yet suspect Prospero, an NPC of the DM's
choice — Kara, Zula, or any of the Marquis's Cup players —
can prompt the players by telling them that the curse will
likely end if Prospero is destroyed.
The players will hear the screeching sound of Prospero's
giant vulture, Malinov, as he swoops into the main hall. The
players will roll initiative, and the battle will begin here;
partygoers will move away to give them room.
Malinov will not hesitate to attack, and cannot be reasoned
with. Once the players attack Malinov, Prospero will fly in. He
will change forms in front of the players, transforming into
his true form, a cambion.
He will then introduce himself as Akro, a prince of the
Malum Animus. The players may ask about the murder; if
not, the DM can choose to share this information
unprompted, or allow a brief reprieve from combat.
Akro will say that the bird-man was named Uccello Omo,
and while Akro did transform him into a bird beast, Uccello
tried to escape the castle by flying out of the window, and
bled to death trying to remove his wings.
The Prince of the Malum Animus
"Uccello was undeserving of his gifts, and tried to rid himself
of the qualities I blessed him with. For years I have been
assembling my legion of beasts and hybrids, and you will be
my most magnificent new soldiers. Together we will conquer
the Aureum!" — Akro

8 SCENE 3 | THE TRANSFORMATION


Scaling the battle After the battle
Should the battle prove too difficult or too easy, there are two Once Akro is defeated, the players will feel the masks loosen
options to help alter the challenge. on their faces, and they can remove them. All negative effects
Make the two beastly party guests of the masks are gone, but the buffs will remain, and the
players may want to keep the masks in their inventory.
additional enemies Guests who have not yet begun to transition are also able
The DM can choose to rope the dragonborn tiger and the to remove their masks. The guests who have turned beastly
half-orc lizard into the battle to aid Akro. See Enemy Stats will need to be taken to a high-level cleric to restore them to
Cont., pg. 11. their natural state.
This information will be given to them by Kara. The players
Enlist the help of Eya Harisa will feel a strange sensation as time stops around them, but
If the players have encountered Eya, she can be recruited to they remain unaffected. This gives Kara the chance to change
help them. She is a level 3 celestial warlock. Her stats can into her true form, a deva. Her spectacular celestial presence
be found below. is awe-inspiring. Kara thanks the players for defeating Akro,
and informs them that his essence has been transported back
Battle difficulty to the Nine Hells, where he will be reborn. The Aureum is
Easy preparing an ambush to kill him for good while he is weak.
Malinov (Akro's giant vulture) attacks first, giving the She will give each player a gold amulet with the symbol of
players an attack round (or two) against only him. the Aureum. The amulet is an Amulet of Protection, which
Akro comes in after Malinov has been killed, starting a awards a +1 bonus to AC and saving throws. If a player has
new round of combat. died, Kara will offer to resurrect them.
Kara will say then say goodbye, bidding the players good
Medium fortune. Once she disappears, time will resume as normal.
Malinov and Akro both enter combat in the same round.
Hard/Deadly
Malinov, Akro, dragonborn tiger and half-orc lizard all
enter combat in the same round.
Eya Harisa can serve as an ally to the players.

Eya Harisa
Half-elf celestial warlock, chaotic good

Armor Class 13
Hit Points 20 (1d8 + 12)
Speed 30ft.

STR DEX CON INT WIS CHA


8 (-1) 13 (+1) 10 (+0) 14 (+2) 12 (+1) 17 (+3)

Racial Trait Advantage on saving throws against


being charmed.
Senses passive Perception 13
Languages Common, Elvish, Celestial

Healing Light. Eya can heal wounds using 1d6, four


The End
times a day.

Actions
Sacred Flame. Cantrip: The target must succeed on a
Dexterity saving throw or take 1d8 radiant damage.
Flaming Sphere. Spell. Reach 60ft. The target that
ends its turn within 5 feet of the sphere must make
a Dexterity saving throw. 2d6 fire damage on a
failed save, or half as much on a successful save.

SCENE 3 | THE TRANSFORMATION 9


Enemy Stats
Akro — Cambion Innate Spellcasting. The cambion's spellcasting ability is
Charisma (spell save DC14). The cambion can innately
Medium fiend, any evil alignment
cast the following spells, requiring no material
Armor Class 19 (scale mail) components. 3/day each: alter self, command, detect
Hit Points 82 (11d8 + 33) magic. 1/day: plane shift (self only)
Speed 30ft., fly 60 ft.
Actions
Multiattack. The cambion makes two melee attacks or
STR DEX CON INT WIS CHA uses the Fire Ray twice.
18 (+4) 18 (+4) 16 (+3) 14 (+2) 12 (+1) 16 (+3)
Spear. Melee or Ranged Weapon Attack: +7 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6 +
Saving Throws Str +7, Con +6, Int +5, Cha +6 4) piercing damage, or 8 (1d8 + 4) piercing damage if
Skills Deception +6, Intimidation +6, Perception +4, used with two hands to make a melee attack, plus 3
Stealth +7 (1d6) fire damage.
Damage Resistances cold, fire, lightning, poison;
bludgeoning, piercing, and slashing from nonmagical Fire Ray. Ranged Spell Attack: +7 to hit, reach 120ft.,
attacks one target. Hit 10 (3d6) fire damage.
Senses darkvision 60 ft., passive Perception 14 Fiendish Charm. One humanoid the cambion can see
Languages Abyssal, Common, Infernal within 30 feet of it must succeed on a DC14 Wisdom
Challenge 5 (1,800 XP) saving throw or be magically charmed for 1 day. The
charmed target obeys the cambion's spoken
Fiendish Blessing. The AC of the cambion includes its commands. If the target suffers any harm from the
Charisma bonus. cambion or another creature or receives a suicidal
command from the cambion, the target can repeat the
saving throw, ending the effect on itself on a success.
If a target's saving throw is successful, or if the effect
ends for it, the creature is immune to the cambion's
Fiendish Charm for the next 24 hours.

Malinov — Giant Vulture Large beast, neutral evil

Armor Class 10 Pack Tactics. The vulture has advantage on an attack roll
Hit Points 22 (3d10 + 6) against a creature if at least one of the vulture's allies is
Speed 10 ft., fly 60 ft. within 5 feet of the creature and the ally isn't
incapacitated.
STR DEX CON INT WIS CHA Actions
15 (+2) 10 (+0) 15 (+2) 6 (-2) 12 (+1) 7 (-2) Multiattack. The vulture makes two attacks: one with its
beak and one with its talons.
Skills Perception +3
Senses passive Perception 13 Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Languages understands Common but can't speak target. Hit: 7 (2d4 +2) piercing damage.
Challenge 1 (200 XP) Talons. Melee Weapon Attack: +4 to hit, reach 5ft., one
target. Hit 9 (2d6 + 2) slashing damage.
Keen Sight and Smell. The vulture has advantage on A giant vulture has advanced intelligence and a
Wisdom (Perception) checks that rely on sight or malevolent bent. Unlike its smaller kin, it will attack a
smell. wounded creature to hasten its end. Giant vultures
have been known to haunt a thirsty, starving creature
for days to enjoy its suffering.

10 ENEMY STATS
Enemy Stats, cont.
Dragonborn—Tiger Keen Sight and Smell. The dragon tiger has advantage on
Hybrid Wisdom (Perception) checks that rely on sight or
smell.
Medium beast, chaotic evil
Pack Tactics. The dragonborn has advantage on an
Armor Class 13 attack roll against a creature if at least one of the
Hit Points 20 vulture's allies is within 5 feet of the creature and the
Speed 30ft. ally isn't incapacitated.

STR DEX CON INT WIS CHA Actions


Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one
17 (+3) 13 (+1) 14 (+2) 8 (-1) 12 (+1) 11 (+0)
target. Hit 8 (1d10 +3) piercing damage.
Damage Resistance Lightning Claw. Melee Weapon Attack: +5 to hit, reach 5ft., one
Senses passive Perception 11 target. Hit 7 (1d8 + 3) slashing damage.
Languages understands Draconic and Common but Breath Weapon. Lightning. Distance 30 ft. Target must
can't speak roll a Dexterity saving throw; on a failed save, they take
Challenge 2 (450 XP) 2D6 lightning damage. Once per day.

Half-Orc—Lizard Hybrid Medium beast, chaotic evil

Armor Class 15 Keen Sight and Smell. The half-orc has advantage on
Hit Points 20 Wisdom (Perception) checks that rely on sight or
Speed 30ft. smell.
Pack Tactics. The half-orc has advantage on an attack
STR DEX CON INT WIS CHA roll against a creature if at least one of the vulture's
allies is within 5 feet of the creature and the ally isn't
18 (+4) 14 (+2) 14 (+2) 8 (-1) 12 (+1) 10 (0) incapacitated.
Racial Trait Advantage on Charisma (Intimidation) Actions
checks.
Senses passive Perception 11 Maul. Melee Weapon Attack: +5 to hit, reach 5ft., one
Languages understands Orcish and Common but can't target. Hit 8 (1d12 + 4) bludgeoning damage
speak Bite. Melee Weapon Attack. +4 to hit, reach 5 ft. one
Challenge 2 (450 XP) target. Hit 6 (1d8 + 2) piercing damage.

ENEMY STATS, CONT. 11


The Castel di Maschera

W
hile it looks grand from the outside, with
domes and spires and arches, the Castel di The lower floor
Maschera is not a very large castle. The inside A spiral staircase to the left of the front entrance leads
is decorated with stone floors, woven downstairs. There isn't much to find down here. There are
tapestries, stained glass, ornate carpets, and two sparsely-furnished servant's rooms, containing some hay,
no shortage of candles. However, despite the trunks storing common clothes, and beds. The kitchens are
abundance of decor, there aren't many not occupied during the party, as the food has already been
furnishings. Only Prospero's bedroom and two servant's brought upstairs. The kitchen is humid and fragrant, with
quarters contain beds. Otherwise, tables have been set up for bushels of herbs, drying meats and fish, leftover dough, and
the party, and they likely remain in place during the days several casks of wine. The players can purify the casks after
between parties. learning that the wine is tainted.
The castle has three floors. There is the main hall, where There is no entrance to the secret laboratory from the
players first enter; a second floor, accessible by a grand basement. It is only accessible through Prospero's bedroom.
staircase leading upward; and a lower floor, which houses the
kitchen, two servants' quarters, and a secret laboratory only
discoverable through Prospero's bedroom.

The main hall


The main hall of the castle is a large, open space. In the
center, a large staircase leads to the upstairs floor. There is
plenty of space to mingle and entertain, and the floor is
covered in various rich carpets that serve as makeshift stages
for performers.
The ceilings in this room are very tall. Toward the top of
the walls, stained glass windows are embedded into the
stone. At the start of the party, while there is still some
sunlight outside, some colorful light filters in. The sun sets
about a half hour into the party.

The second floor


Going up the main staircase leads to the second floor, which
has a wide balcony that spans the width of the castle. Party-
goers can look over the balcony and watch the festivities
below.
There are three rooms on this floor:
Prospero's room is the room on the left. The door is
locked, but can be lockpicked, magicked or forced open.
This room is furnished with a bed, a bookshelf with never-
read books, and a tapestry depicting a three-headed lion.
There is a large window on the back wall covered with silk
curtains.
The center room is also decorated with silk curtains. A
table and two stools have been set up in the center of the
room for the tattoo artist, Zula Ozu. There are a few dark
red armchairs also set up in the room for additional
seating.
The far right room contains only wall decorations —
tapestries and curtains — and a large area rug, but no
furniture. Those in this room sit on the floor in a circle,
playing a game of Marquis's Cup.

12 THE CASTEL DI MASCHERA


The Castle Layout
Main Castle
A: Main hall. This is where the food and wine is displayed, on the two back tables, and where the four performers are set up.
The hall is about 100 feet wide.
B: Upstairs balcony. Guests can mingle and watch the festivities below.
C: Prospero's bedroom. The door to this room is locked and will have to be lockpicked, magicked or forced open.
D: Center room. This is where Zula Ozu is giving tattoos to guests.
E: Far right room. This is where the Marquis's Cup game takes place.
F: Staircase to the basement. This staircase leads downstairs to the kitchen and servants' quarters.
G: Hidden staircase. This staircase, found by accessing a hidden door behing Prospero's tapestry, leads directly to the secret
laboratory.
H: Hearth and washbasin. This room contains a washbasin for guests and an array of soaps.

THE CASTLE LAYOUT 13


Basement
F: Staircase from main hall.
G: Hidden staircase from Prospero's bedroom.
I: Servant bedroom.
J: Servant bedroom.
K: Kitchen.
L: Secret laboratory. This is where players will discover the five corpses and a wererat. The lab is about 30 x 10 feet.
M: Servant hall.

14 CASTLE BASEMENT
Characters
If asked about the masks, Sewing Needle will say that the
Main characters tradition began during the plague; the masks were a way to
Kara Krasandel protect one's self from the sickness. But the tradition
continued and became part of Ibrido's culture.
Kara is a young human woman with pale skin and long blue
hair that appears to grow naturally with that color. She has a Piccolo Troppovino
golden dragon mask bound to her head, but it is not pulled Piccolo Troppovino is an odd, middle-aged halfling. Although
over her face. There is something very striking and beautiful he is trained as a monk, and would be an intimidating
about Kara, but those who meet her can't quite figure out opponent sober, his affinity for drinking makes him a poor
what makes her so unique. fighter. However, this doesn't stop Piccolo from being a proud
In reality, Kara is a deva, passing as a human woman. Her and haughty halfling, and he will gladly go to fisticuffs over
true form is magnificent; she has long white hair, silver skin, those who get in his way. Despite his bravado, he wears an
and expansive feathered wings. A deva is a celestial being, adorable corgi mask.
able to shapeshift and cast healing spells. Devas are also
formidable enemies when crossed, yielding mighty maces.
She will not be found during the party, but will encounter the
players at the start and end of the game. Piccolo — Monk
Kara is a commander of the Aureum cavalry, and hopes to Small humanoid, Way of the Open Fist, chaotic
lead the seraphim to victory by defeating Akro once he has neutral
been defeated on the Material Plane and sent back to the
Nine Hells to be reborn. Armor Class 16
Hit Points 38 (5d8)
Marquis Prospero di Maschera Speed 35 ft.
(Akro)
STR DEX CON INT WIS CHA
The Marquis Prospero di Maschera is a tall, handsome, half-
elven man. His features are very angular; he has a pointed 8 (-1) 18 (+4) 14 (+2) 10 (+0) 15 (+2) 12 (+1)
chin, high cheek bones, dark eyes and dark hair. When the
players meet Prospero, he is dressed in ornate robes and Proficiencies +3 proficiency bonus
wears a mask of three faces, depicting expressions of horror, Saving Throws Str +2, Dex +7; advantage on saves
joy, and sadness. against being frightened and poisoned.
The Marquis’s real name is Akro, and he is a cambion, born Skills Acrobatics +7, Athletics +2, Insight +5,
of a succubus and a human. Akro is a prince in the Nine Medicine +5
Hells, and leads the legion of the Malum Animus. He is Weapons simple weapons, shortswords.
motivated by his desire to build his demonic army and wage Damage Resistances poison
war against the angels. As such, he lures people to his Languages Common, Halfling
Ki Points 5
masquerades to imbue them with chimera qualities, infusing
the masks with animalistic and beastly qualities.
When the final battle begins, Akro will transform into his Actions
natural demonic state. He has deep red skin, black eyes, a Attack. You can attack up to twice when you take
long red tail, and large wings that protrude from his back. this action, using the following attacks:
Akro has a giant vulture, named Malinov, who does his
bidding and will engage the players in combat alongside Unarmed Strike: Melee Weapon Attack: +7 to hit,
Akro. reach 5 ft., one target. Hit: 1d6 +4 bludgeoning
damage.
Dart: Ranged Weapon Attack: +7 to hit, range
Sewing Needle 20/60 ft., one target. Hit: 1d4 + 4 piercing
Sewing Needle is a Tabaxi woman. She speaks in a low, damage.
husky voice that contains the hint of a purr and no shortage
of rolled r's. Over her feline face, she wears a mask of a black Bonus Actions + Features
cat, and her bright green eyes are keen and observant. She
serves the Marquis, and prevents party goers from entering Flurry of Blows. Monk ki feature.
without a mask. Martial Arts. Monk feature.
Sewing Needle also prevents guests from leaving the party
once they are inside. If asked about this, Sewing Needle will Patient Defense. Monk ki feature.
say it is to prevent the plague from infecting the wealthier Step of the Wind. Monk ki feature.
inhabitants of Ibrido. Lucky. Halfling trait.

CHARACTERS 15
Zula Ozu Marquis's Cup Players
A tiefling with red skin and large black ram horns, Zula is the If the players participate in Marquis's Cup, they can interact
tattoo artist giving out tattoos at the party. She knows about with these NPCs for more information.
the legend of the Aureum and will share this information with
the players. Early in the game, Kara may claim to have Carina Coda, Halfling
received her eye symbol tattoos from Zula, but that is false.
Similarly, Prospero claims that the bird-man's tattoo was Carina is a halfling woman with a high-pitched voice that gets
from Zula, and that is also untrue. increasingly higher in pitch the more she drinks. She wears a
Despite her tiefling heritage, Zula is not at all involved in mask of a mouse, and it covers her whole face. She has
any of Akro's plot. She is simply an artist. blonde hair that sticks up in all directions. Carina will tell the
players that the half-bird man found in the city square looked
Eya Harisa vaguely familiar to her, and she wonders aloud if she saw him
at last week's party. However, her drunkenness makes this
Eya is a half-elf woman with olive skin and dark hair. She unreliable information.
wears a mask in the shape of the moon. Eya is a celestial
warlock and wears the symbol of the Aureum in support of Alto Orec, Dragonborn
their cause. The players can encounter Eya during the
Marquis's Cup game. If she sees all of the players about to Alto is a silver dragonborn, and he wears a furry bunny mask
drink the wine, she will try to subtly intervene by nudging over his scaled face. He does not care much for wine, but
them and shaking her head in warning. enjoys the more clever aspects of Marquis's Cup. He will
Although Eya cannot purify the wine itself, she is able to lament the absence of more intelligent games that don't
cast a healing spell on a poisoned player. involve drinking. If asked, he will tell the players that he lives
near the city square, and never sees Prospero leave the
Uccello Omo castle.
Uccello is deceased and will not actually be a character the Polpo Torabek, Dwarf
players will meet. He is the dead bird-man memorialized in
the city square. During the final battle, Akro will tell the Polpo's goblet is empty, and he is quite drunk. He regularly
playes that Uccello died when he flew out the castle window attends Prospero's parties, but is starting to suspect the man
with his new wings. Uccello fell from the sky, unaccustomed is up to something. Polpo wears a crab mask. He is very
to flying, and tried to pull the wings from his body, bleeding to eager to share his suspicions about Prospero with the
death. players, and mentions that a friend of his, a dwarf woman
named Barba, went missing several weeks ago.
If the players have found the secret laboratory, Barba is the
Party Performers red-haired dwarf woman on one of the tables. If the players
share this information with Polpo, he will become irate, but
the sleeping draught in the wine will take effect before he is
Fiero the Bard able to confront Prospero.
Fiero is a jovial gnome bard, wearing a half-faced mask Eya Harisa, Half-elf
adorned with finch feathers. He enthusiastically plays the Additional information about Eya can be found under Main
fiddle, tapping his small feet to the tune. Characters.
Mia, Dia, and Lia the Bellydancers
Rezmar Birk, Elf
Mia, Dia and Lia each wear a different owl mask. Each
dancer has two different colored eyes, one hazel and one Rezmar has very tanned skin, long ears, and brilliant robes of
brown. They are each dressed in jewel-colored clothing, with deep green and blue. He wears a very ornate crocodile mask
belled belts tied around their hips. that is likely made out of a real crocodile. A DC15
Perception check may reveal to a player that Rezmar
Adamo the Snake Charmer twitches his fingers in an odd way, perhaps affecting the
selection of cards in the deck. This hints that Rezmar has
Adamo is an elven man wearing a serpent mask, sitting cross- magical abilities, and he does; he is a sorcerer.
legged on the floor before his snake basket. His actual Depending on how many of the players choose to drink (at
serpent is emerald in color, matching Adamo's emerald mask. least two players must remain sober for this), Rezmar may
voice his suspicions that Prospero is not who he says he is. If
Augustina the Fortune Teller the players persuade Rezmar to say more, he may say that he
Augustina is an elderly drow woman wearing a scorpion knows that certain demons are able to alter their appearance
mask. Her white hair is tightly plaited in a single braid. She at will. If the conversation continues on long enough, Rezmar
has a deck of tarot cards and a crystal ball displayed on her will confirm that he is a sorcerer and has personally met
velvet-colored table. Despite her trade, she lacks magical shapeshifting demons during previous travels.
abilities.

16 CHARACTERS
If a player rolls a perception or investigation check, they will
know that Rezmar is telling the truth. While Rezmar is Party Guest NPCs
neutral in alignment, a player may be suspicious of his If the players want to interact with other attendees at the
previous dealings with demons. party, the DM can randomly select NPCs from this list.
Jasna Mesic, Human Random NPCs and Masks
Jasna wears a mask decorated to look like a skull, and her Name + Race Mask
wine sits untouched before her. If she senses the players are Strella, Halfling Bat
asking questions in an effort to learn more about the murder, Maya, Human Otter
she will provide them with some lore about the chimera and
the seraphim. She will ask the players if they know the lore Diggo, Gnome Gecko
about the Aureum; if they have spoken with Zula Ozu already, Calarmo, Tiefling Squid
she will confirm that the legend is true, and will also give
them information about the Malum Animus. If Rezmar is Gallo, Human Parrot
spoken to first, Jasna will tell the players that it's possible Amira, Human Raven
Prospero is a demon in disguise. Ruh Ruh, Dwarf Poodle
Liam, Human Horse
Hoben, Halfling Donkey
Akra, Dragonborn Iguana
Phaedrus, Human Deer
Arcadie, Half-Elf Moth
Alinar, Elf Butterfly
Ella, Gnome Squirrel
Ander, Human Monkey
Ragnar, Dwarf Boar
Aunder, Human Firefly
Aduran, Elf Goat

CHARACTERS 17
Masks
More than just disguises Fox
The masks serve several purposes in both the game and the +3 to Stealth
story: to add a unique strategic element; to create an Disadvantage on Strength checks
immersive atmosphere; and to incentivize the players to Rogue's Instinct: Once a day, you can immediately detect a
complete a goal within a short amount of time. lie.
In the story, the Marquis di Maschera uses the magicked Wolf
masks to lure people to his parties, and transform them into
hybrid creatures that he will recruit as soldiers in his war +3 to Animal Handling
against the Aureum. Disadvantage on Intelligence checks
Ranger Step: Once a day, you can give yourself, or an ally,
+5 to Stealth for 15 minutes.
Mask Mechanics
Players much each select a mask before entering the party. Hawk
The DM has two options: +3 to Insight
Have the players roll initiative. Based on this order, let Disadvantage on Constitution checks
them select a mask. Players will only see the visuals of the Voice of the Druid: Once a day, you can telepathically
mask, and not the stats and effects. communicate with an animal, beast, or hybrid creature
Shuffle the masks, and hand them out to the characters at (within sight) for ten minutes.
random. Phoenix
Players must attune to their masks before learning the +3 to Arcana
masks' qualities. It is up to the DM to determine when to do Disadvantage on Strength checks
this. The recommended time is 30 minutes into the game, so Mage Fire: Once a day, you can detect the presence and
the players may become motivated to figure out how to location of a spellcaster of any alignment.
remove them. The city square's bell tower may chime to
indicate how much time has passed. However, depending on Bear
what the players do, the DM may choose to shorten and +3 to Perception
lengthen this time. Disadvantage on Intelligence checks
Fighter's Might: Once a day, you can give yourself, or an
Beastly Qualities ally, +5 to Intimidation for 15 minutes.
Once the players have attuned to the masks, the effects of the Peacock
mask begin immediately. Players must declare when they +3 to Persuasion
intend to use the once-a-day skill. Given the length of the Disadvantage on Wisdom checks
party and the story, this essentially means they will be able to Bard's Charm: Once a day, you can charm a creature or
use this skill once during the game. person to give you one piece of information.
The DM should document who has which mask to ensure
that they correctly modify their stats. Minotaur
The longer the game proceeds, the more the masks will
effect the players. The masks worn by other guests will also +3 to Intimidation
effect the NPCs over the course of the night. Using the NPC Disadvantage on Charisma checks
list on the Characters page (17), the DM can pepper in details Barbarian's Rage: Once a day, you can consume a
throughout the game. For instance, an NPC wearing a mouse poisoned food or drink to no effect.
mask may sound squeakier; a bat mask may make a guest's
eyes blacker. Kraken
+3 to Investigation
Disadvantage on Constitution checks
Eldritch Insight: Once a day, you can immediately
determine an enemy's weaknesses.
Unicorn
+3 to Medicine
Disadvantage on Dexterity checks
Pure of Heart: Once a day, you can purify one item of food
or drink and rid it from poison.

18 MASKS
Thanks and acknowledgements

A
heartfelt thanks to my DnD crew, the Tavern Burners/Dragonkillers/Hoben's Yaros/TBA?, for providing me with
endless inspiration and camaraderie, and for play-testing this adventure with me. I love all of you... even the paladin.
Thanks to my husband, Andrew (a.k.a Alinar... Hoben... Raziel...), for his insight and creativity (and map designs!). And
an extra shout-out to my DM, John, who inspired me to take the first step into D&D, thereby "improving" (ruining) my
life. This one-shot was inspired by my recent trip to Venice, Italy, so I hope I've captured a sliver of the magic and
mysticism of my motherland.

Additional information
This adventure was written and produced by Ashley Warren. Maps were designed by Andrew Warren.
Dungeons & Dragons is the property of Wizards of the Coast. Please support their world-changing work.
Cover artwork is by Sebastian Kowoll. https://www.artstation.com/sebastiankowoll
Kara's amulet was designed by Zoe & Morgan: https://zoeandmorgan.com/uk/tiger-eye-gold/
Document designed using http://homebrewery.naturalcrit.com / Maps by Dungeon Painter Studio.
If you enjoyed this adventure, please let me know! I'd
love to hear about your experiences. Connect with me:
www.ashleywarrenwrites.com
Facebook: www.facebook.com/ashleywarrenwrites
Twitter: @ashleynhwarren
Instagram: @ashleywarrenwrites
Hashtag: #ANOMAM #nightofmasksandmonsters

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ACKNOWLEDGEMENTS 19
FOX MASK WOLF MASK HAWK MASK
Properties of the Fox Mask Properties of the Wolf Mask Properties of the Hawk Mask

+3 to Stealth +3 to Animal Handling +3 to Insight


Disadvantage on Strength checks Disadvantage on Intelligence checks Disadvantage on Constitution checks
Rogue's Instinct: Once a day, you can Ranger Step: Once a day, you can give Voice of the Druid: Once a day, you can
immediately detect a lie. yourself, or an ally, +5 to Stealth for one telepathically communicate with an
hour. animal, beast, or hybrid creature (within
sight) for ten minutes.

PHOENIX MASK BEAR MASK PEACOCK MASK


Properties of the Phoenix Mask Properties of the Bear Mask Properties of the Peacock Mask

+3 to Arcana +3 to Perception +3 to Persuasion


Disadvantage on Strength checks Disadvantage on Intelligence checks Disadvantage on Wisdom checks
Mage Fire: Once a day, you can detect the Fighter's Might: Once a day, you can give Bard's Charm: Once a day, you can charm
presence and location of a spellcaster of yourself, or an ally, +5 to Intimidation for a creature or person to give you one
any alignment. one hour. piece of information.

MINOTAUR MASK KRAKEN MASK UNICORN MASK


Properties of the Minotaur Mask Properties of the Kraken Mask Properties of the Unicorn Mask

+3 to Intimidation +3 to Investigation +3 to Medicine


Disadvantage on Charisma checks Disadvantage on Constitution checks Disadvantage on Dexterity checks
Barbarian's Rage: Once a day, you can Eldritch Insight: Once a day, you can Pure of Heart: Once a day, you can purify
consume a poisoned food or drink to no immediately determine an enemy's one item of food or drink and rid it from
effect. weakness. poison.

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