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PO-BK-1-03

Adventure Tier: 2
Optimized For: APL 8
Version: 1.1

Red Masks
Part Three of The Sanguineous Gambit Trilogy
Having descended upon the Border Kingdoms, a merciless Thayan army marches toward the great
port city of Derlusk. Unfortified, the city mobilizes its meagre forces in a desperate attempt to stall the
invaders long enough for civilians to evacuate.
Can a group of adventurers on a daring secret mission turn the tide of war?

A Four-Hour to Six-Hour Adventure for Characters of 5th – 10th Level

Lead Designer: Rick O’Donnell


Designer: Andrew Bishkinskyi
Editing: Ethan Yen and Tim Mangan
Layout: Tim Mangan and Ethan Yen
Cover Art: Matthew Sargant
Cartographer: Andrew Bishkinskyi and Rick O’Donnell
Border Kingdoms Map and Lore: Wizards of the Coast and Ed Greenwood
Playtesters: Terry Barney, James Bowen, C Thomas Scott, Dan Beam, Jonathan Reitz, Jeremy Putman, Angelo Corsino, Charles S., Camilla.,
Andrew Haggith.
Special Thanks: Anthony Joyce
D&D Adventurers League Wizards Team: Brandy Camel, Chris Lindsay, Christ Tulach
D&D Adventurers League Administrators: Ma’at Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks, Travis Woodall, Bee Zelda

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D
Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All
characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any
reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2020 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro
Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
Welcome to the A Note About Encounter Scaling
This adventure is optimized for a party of five characters.

Border Kingdoms! When running an adventure at a large convention such as


Gamehole, it is common to have seven players at a table,
which has the potential to affect encounter balance.
ccording to the sage Meriadas of Westgate:

a “The Border Kingdoms are the most favored


destination for adventurers who want to
proudly and boldly conquer a realm or
establish their own new kingdom. Lords, counts,
Players tend to bring their best and brightest to gatherings
like Gamehole, and a group of seven optimized characters
can easily overpower the recommended party strength. As a
DM, you can—and should—adjust each encounter’s difficulty
to present a challenge for your players.
dukes, kings and emperors rise, proclaim If the characters are overcoming combats too easily,
themselves, and are swept away with the speed and increase the recommended strength level of the encounters
regularity of waves crashing upon a shore.” by a step (from average to strong, for example). If needed,
This tumultuous land lies between the Lake of you can also increase the number of monsters or maximize
Steam and the Shaar in the Forgotten Realms. their hit points to make things a little harder. In some cases,
you may even need to increase the difficulty by two steps.
Gamehole Con has been granted exclusive rights to
Just be careful not to make things unwinnable.
develop Adventurers League content in this region
Remember, adjusting or improvising is encouraged, so long
and our offerings include adventures, source as you maintain the adventure’s spirit!
material, and short stories. For more Border
Kingdoms content, visit the DMs Guild!
Border Kingdoms content at the DMs Guild

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PO-BK-1-03 Red Masks Ver 1.1 3
Adventure Primer
ELCOME TO RED MASKS, A D&D Adventurers Part 2: The B-team. The characters locate and

W
League™ adventure, that is part of the recruit five additional adventurers or soldiers to act
official D&D Adventurers League™ as a diversionary force. This is Story Objective A.
organized play system and the Partner Part 3: The Longest March. As the desperate
Organization Content program. defense force marches forward, the characters help
This adventure is designed for three to seven 5th – keep up morale as well as well as deal with Thayan
10th-level characters and is optimized for five advance scouts. This is Story Objective B.
characters with an average party level (APL) of 8. Part 4: Plans Within Plans. In a dangerous
Characters outside this level range cannot gamble, the characters travel behind enemy lines
participate in this adventure. and strike at the Thayan leadership. This is Story
The adventure is set in the Border Kingdoms, a Objective C.
tumultuous region of the Forgotten Realms on the Conclusion. The battle is over, but at what cost?
southern shore of the Lake of Steam.
Adventure Hooks
Background If the characters have participated in the previous
Mere days ago, a THAYAN ARMY numbering in the adventure in the storyline MBK01-02 Trust No One
thousands appeared suddenly near the idyllic they would have assisted the Coinseats Council of
highland village of SPLONDAR. The army quickly Derlusk and left them to plan the city’s defense. The
overran the village, before beginning their march council enlisted the characters’ future aid, promising
toward the nearby major port city of DERLUSK. to summon them once plans are in place.
Only a few civilians managed to escape Splondar, Characters that have not participated in the
reaching safety with the help of adventurers under previous adventure can use one of these additional
the lead of CAPTAIN ESSENDRA ASHAR of the hooks:
Derlusk city guard, who had been travelling through Borderer/Derluskan. Characters native to, or
the area. living in, the Border Kingdoms are now in the
Working with Captain Ashar, adventurers learned position of being the best hope at defending their
that the invading army is led by the RED WIZARD home.
HALAEDRA KREN, the THARCHION OF GAUROS, In the Name of the Living. Whether through
and that the army boasts unusual creatures in military domination and enslavement, or through
addition to the wizards and their mercenaries. mass murder to rule over the corpses, Thay
Having made their way to Derlusk, adventurers set represents one of the greatest threats to the world at
out to warn the city’s ruling body called the large. Stopping Thay serves as a unifying motivating
COINSEATS COUNCIL of the sudden and imminent force for anyone from a humble thief valuing their
threat. After unraveling a conspiracy within the freedom to the staunchest servants of light.
council, adventurers were finally granted audience Mercenary. The spoils of war yield rich rewards
and delivered their dire news to a trustworthy for those ready to take the risk.
COUNCILOR, who in turn convened an emergency
session of the Coinseats Council to prepare the city Running in a Shorter Timeslot
for the Thayan invasion. This adventure is designed for a 6-hour running time, with a
While the adventurers resting, the council of the chance for extensive roleplay or slow combat to extend the
unwalled city orders a citywide EVACUATION BY time beyond.
WATER. The characters wake to find themselves If you need to run the adventure in a 4-hour timeslot,
having been summoned to report to the Coinseats Appendix 10 contains suggestions for shortening different
Council to assist in the city’s defense. sections depending on gameplay pillar preferences.

Overview
The adventure’s story is spread over four parts and
takes approximately six hours to play. The
adventure begins with a Call to Action scene and
ends with a Conclusion scene.
Part 1: Desperate Times. The characters find
themselves in the city of Derlusk and are asked to
assist in its defense. This is the Call to Action.
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PO-BK-1-03 Red Masks Ver 1.1 4
Part 1: Desperate Times (Call to Action)
Estimated Duration: 30 minutes
Torn book pages and abandoned personal effects litter the
Setting: Derlusk typically-clean streets of Derlusk. The evacuation order has
been given and crowds rush to the docks hoping to secure an
The adventure is set in and around the large and escape from the approaching Thayan army.
vibrant port city of Derlusk. The news of an In the middle of a busy cobblestone street, a small island
imminent Thayan assault has spread like wildfire of books stands out among the sea of the passing crowd. The
through the city and the streets are in chaos. The tomes are neatly stacked on the ground outside an empty
evacuation order has been given and those able to display window of shop called Thunderquill Rare Tomes &
Reproductions.
leave area are packing and making their way to the
A neatly-dressed older dwarf in spectacles desperately
docks and the safety of outbound ships, ships that
waves one of several held books at passers-by.
can’t accommodate everyone. “Please, won’t you take a book? It’ll make a great
companion on your journey, and you’ll save it from the
Derlusk in Better Days Thayans!”
(Liberally Excerpted from The Border Kingdoms, a Forgotten He is largely ignored by the crowd. Beside him at the book
Realms Supplement.) stacks is a younger dwarf, her back bent beneath the weight
of a large book-filled travel pack. “Please father, leave them!”
Derlusk is a large port on the Lake of Steam, among the best she can be heard pleading with the dwarf.
and busiest harbors in the Border Kingdoms. It fills a natural
bowl valley, sheltered on the west and north by wooded
Dragonsmoke Ridge, which many of its lanes climb, and many Creature Information
of its stout stone The dwarves are Dolfik Thunderquill and his
buildings are built into. By night, Derlusk is a quiet, attractive daughter Ovina Thunderquill.
vista of slate roofs and shimmering lanterns.
Derlusk’s four rival shipyards are known for building swift, Dolfik and Ovina Thunderquill (DOL-fick,
sleek “wave runner” coastboats (preferred by smugglers and
pirates for their speed, nimble helms, and low silhouettes).
Oh-VEE-Nah)
Derlusk is a city of music where bards are highly regarded; NG dwarf commoners
every inn, tavern, tankard-house, and breakblades club Like many in Derlusk, Dolfik is a seller of rare books and a
(where patrons fence for exercise and to improve their skilled scribe. He runs a reputable shop and has been in
swordplay) offers musical entertainment. business for decades. Over the last two decades, his young
Derlusk is also a city of scriveners, bookbinders, and book adult daughter, Ovina, has taken an interest in taking up the
collectors, where bookshops prosper. Authors are treated business and is now a full partner in the shop.
like royalty, and annual revels are held to commemorate What Dolfik Wants. He wants to find homes for as many
their deaths. Many scholars, sages, and limners dwell in books as possible before leaving – an impossible task.
Derlusk, and it is Faerûn’s center for procuring old, rare What Ovina Wants. Ovina wants to not miss their ship –
books. the berths were difficult to secure.
Save the Books. There is no room on the evacuation ship
for all the shop’s inventory and Dolfik can’t bear to leave his
Call to Action: Desperate Times work behind to be taken or destroyed by the Thayans, so
This section of the adventure consists of two scenes he’d rather give the books away free. Ovina is more practical
– one to establish the mood in the city and a second and is ready to leave, but she doesn’t have the heart to push
that serves as the Call to Action for the characters to her father harder to abandon the books.
assist in the desperate plan to defend it.
The characters’ path to the Coinseats Council
A. The Cost in Shattered Lives building leads them past the dwarves, and each
character is stopped and asked, pleadingly, “please
The adventure begins with the characters having won’t you take a book?”
been summoned to meet with the Coinseats Council, The manner of their interaction with the dwarves
at their chambers in the center of Derlusk. and potentially their choice of book can serve as an
This opening scene is intended to serve as both an excellent character introduction prompt.
introduction of the city, as well as an opportunity for This scene is entirely social and while checks can
character introductions via interaction with the be inserted, they are not necessary. If the characters
present NPCs. To set the scene, read or paraphrase manage to convince the dwarves to abandon the
the following: books and leave, the dwarves don’t do so until after
interacting with all the characters.

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PO-BK-1-03 Red Masks Ver 1.1 5
In the unlikely event that the characters offer a councilor is used, for the purposes of their interaction with
magical solution such as a bag of holding, Dolfik the characters here, use the traits:
refuses such extravagance – there are surely more What Tolliver Wants. To save as many people of Derlusk
important uses for such things. as possible.
Do What Must Be Done “Our force is small and our
B. The War Council situation is dire. Yet to do nothing will me the death or
enslavement of tens of thousands. Our brave soldiers and
The characters eventually make their way to the volunteers stand ready to do what must be done to save
Coinseats Council building and are swiftly escorted innocent lives.”
to a war room.
The war room has a large table, several maps, and Desperate Measures
space for a dozen people, however only two others Tolliver and Essendra thank the characters for
are present here when the characters arrive. The coming and take turns explaining the situation,
others present are Captain Essendra Ashar – referring to the war map as necessary. The two of
whom the characters saved and fought alongside of them are entirely aligned on the approach that has
in MBK01-01 Autumn Burns Red -- and the been decided upon. The characters are here to assist,
trustworthy member of the Coinseats Council whom not weigh in on the plan. Tolliver begins the
the characters worked with in MBK01-02 Trust No explanation, goes over the first three points and then
One and who has now been given emergency powers confirms “are you with us?” before handing it over to
to co-ordinate the defense. Essendra, who fills them in on the secret plan.
Recent History (Tolliver). A Thayan army
Essendra Ashar (ESS-SEND-DRUH ASH-ARR) numbering over a thousand has appeared suddenly
Neutral Good human knight and begun an offensive against the Border
Essendra Ashar is a Captain in the Derlusk guard. She is Kingdoms. They easily overran the nearby village of
intelligent, experienced, and charismatic. Essendra is adept at Splondar and are now readying to move on Derlusk.
both martial and magical arts, her spellcasting is generally The invaders are led by Halaedra Kren, the
focused on utility. Essendra was on an escort mission to Tharchion of Gauros, and red wizard of Thay.
Splondar when the attack took place. Adventurers had the Defenseless (Tolliver). Being unwalled and
opportunity to fight alongside her during the first adventure having no real army, Derlusk stands no chance of
in this series and she has proven herself a staunch ally both repelling any sort of siege. An evacuation by water
on and off the battlefield.
has been ordered, with citizenry boarding
What Essendra Wants. Essendra wants to strike back at
everything from large cargo ships to smuggler wave-
the Thayans, but knows that tactically the odds are very
much against the party.
runners. Yet the boats can’t take everyone at once
Last Chance. “I have seen their nightmarish army, and the and as things stand, thousands of civilians will be left
atrocities at Splondar. They are too many, so our only chance at the ever-lacking mercy of the Thayans when their
is to cut off the head and hope the body dies. It will not be army arrives.
easy, but we must try.” Desperate Plan (Tolliver). A desperate yet
tactically sound plan has been hatched. Between the
Additional information about Essendra Ashar is provided in Derlusk watch and volunteers, the city has raised a
Part 3 of the adventure but is not relevant here. force of five hundred. This defense force will march
south to where the Thayans must cross the river
Starth. The goal is to use the narrow crossing area to
Trustworthy Councilor hold off the Thayans long enough to allow more of
Specificity is critical to building immersion and in-character the city to evacuate.
relationships. Although the present Coinseat Council member
Daring Strike (Essendra). While the plan is brave,
can vary based on the choices in the previous adventure,
the Derluskan force is sure to be eventually outrun
decide which council member it is and refer to them by their
proper name, rather than “council member,” etc. This
by the Thayans’ superior numbers. This is where the
councilor has now been secret part of the plan comes in. Under the cover of
granted emergency powers to lead the defense of the city. night and the start of the hostilities, an elite strike
Possible council members with emergency powers: team – led by Essendra – will sneak behind enemy
lines, and kill the red wizard leadership. Other
 Tolliver Trent, Human (he/him) captains will lead the defense.
 Sycamore Fontanel, Wood Elf (they/them)
 Benton Kristobel II, Human (he/them)
In the event that the characters did not participate in the
previous adventure, use Tolliver Trent. Regardless of which

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PO-BK-1-03 Red Masks Ver 1.1 6
The B-Team (Essendra). While the red wizards
surely won’t expect such audacity, given the small
size of the Derluskan force, they are sure to expect
something. For this reason, a second adventurer
strike team will be sent to the opposite side of the
camp to create a diversion. It is up to the characters
to recruit this second team of adventurers.

Call to Action
With the situation and greater mission explained,
the councilor and Essendra thank the characters and
confirm their payment at the standard rates. The
characters are to get their recruitment done quickly
– they have only a few hours – and meet up with the
army at it heads out.
As the conversation is wrapping, there is a knock
on the door indicating that the other captains have
arrived for the next emergency planning meeting.
The councilor asks Essendra to provide characters
with the details of the recruitment assignment, as
detailed in Part 2.

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PO-BK-1-03 Red Masks Ver 1.1 7
Part 2: The B-Team
Estimated Duration: 80 minutes The characters must build a team that’ll bring the
most possible “firepower”, but still be able to work
The B-Team together. She leaves it up to them to figure it out –
“Think about who’re you’re hiring but think fast.
The characters must locate and recruit a five Also, some may require different persuasion than
additional adventurers or soldiers to act as the just money. Figure it out. You must all be ready to
distraction force. They only have a few hours and leave in four hours.”
limited gold to get this done.
The Dossiers Themselves
Story Objective A Essendra’s notes on potential hires are provided as
Recruiting the “B-Team” on time and within budget Appendix 1 and should be handed out now. Note
is Story Objective A. that there is also a separate reference for DMs ONLY
A. Essendra’s Dossiers provided in Appendix 2.
The notes contain the following information on
After their meeting with the councilor, Essendra each of the seven candidates:
Ashar gives characters details on the recruitment  “Sword Rating” – this is the overall “power rating”
mission. of the adventurer, although Essendra’s notes
Need to Know. Essendra stresses that the recruits aren’t always correct!
must not be told the full plan, however, deception is  Cost – Essendra has written a total in gold by each
not required. They are to be told they’re being hired entry. Some of these are negotiable, but this is not
on for a dangerous mission against the Thayans, one necessarily evident from the notes.
that will involve sabotage. In addition to helping
 Physical description – this is written specifically to
save lives, they will be paid.
help find the individual in a crowd.
Budget. The characters are not expected to
 Other notes – Essendra’s notes are brief and
actually pay those they recruit, but they are expected
random, often given to her by others. They’re
to negotiate. They have a budget of 500 gp., which
intended to help the characters decide who to pick
they cannot exceed for this team. The team must
but aren’t complete. The words “leader?” and “too
have no less and more than five members. (DM Note:
many cooks?” hint at the need to recruit the right
five NPCs must be hired – pets, retainers, etc. do not
leadership.
qualify.)
Dossiers. Essendra has a list of seven candidates Area Information
likely to take on the mission. She expects that all of The Turrets at Twilight has the following features.
them are currently somewhere in the area of the Dimensions & Terrain. The greater area around
Turrets at Twilight – either drinking away their the Turrets of Twilight as presented here covers
worries or waiting for a ship out of town. Her over two city blocks. It includes a number of outdoor
“dossiers” are little more than hastily jotted down and indoor areas, allowing to set the individual
notes on each individual, which Essendra has meeting scenes anywhere you like. No maps are
gathered from various sources when she had necessary for this section.
intended to do the hiring herself. The notes hardly Lighting. It is morning of a bright but cloudy day
tell the full story, but they’re something to go on. and while it is bright outside, indoor lighting varies.
Each note has a brief description as well as is Staff. The staff are extremely busy and hardly
marked with three to five sword icons which thrilled to be working in the middle of a crisis.
Essendra was using to note the adventurers’ Waiting for service takes time.
expected combat prowess. Some of these have
question marks.
Turrets at Twilight. The characters are to travel
to Turrets at Twilight – 20 minutes away – locate the
individuals, interview or otherwise evaluate their
suitability for the mission and hire five of them.
Essendra warns that if some of the individuals listed
have already left town, the characters may need to
find others, but expects there to be other options at
the Turrets.

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PO-BK-1-03 Red Masks Ver 1.1 8
rate. The characters can bargain down to the
Turrets at Twilight negotiated rate or anywhere in between, so long as it
(Liberally Excerpted from The Border Kingdoms, a Forgotten is in 25g increments. A Charisma (Persuasion) DC of
Realms Supplement.) 18 is recommended to get the lowest rate, but this is
DM discretion. If no negotiated rate is listed, the NPC
The luxurious and sprawling Turrets at Twilight is a renovated
does not negotiate.
former sea-castle with no less than three dining rooms.
Turrets at Twilight stands on the northeastern corner of
Candidates. Of the seven candidates given to the
the streetmoot of Shalath Street and Runereaver’s Run. The characters, four are at the Turrets, two have left
complex sprawls for an entire city block and encloses its own town, and one is dead. This is not known to the
internal courtyard, with a horse-and-coach tunnel from there characters until they spend the time looking. When
to its fortress-like stone stables that fill the next block to the the characters choose to spend their time looking for
east. The stables are crowned by floors of rooms for guests’ an NPC who is no longer available, they encounter a
servants and the inn staff. “special” candidate instead. There are four such
candidates in total: Astuvio, Handsome Saul,
B. Recruitment Talabaste, and Razor Boam. The special candidates
each have their own section on how they can be met
With chaotic street traffic, it takes the characters 20 and recruited.
minutes to walk to the Turrets. As they arrive, read
or paraphrase the following: Conducting Interviews
Once the characters locate a candidate, they can
The scene at the Turrets at Twilight can be seen, heard, and interview them and hire them. All “standard”
smelled from two blocks away – blocks which gradually candidates from Essendra’s list ultimately want to
transform into the upscale establishment itself. get hired on, so even if negotiation goes poorly, they
With proximity to the docks and the evacuation in full can always be hired at the base price.
swing, the Turrets has turned into a meeting point of all those During their interview – which should play out as
waiting to leave, hoping to leave, or drinking away the idea of conversation with some ability checks – the
having to stay. Tables have been hastily set up everywhere to characters can get additional hints about the
accommodate the overflow of people. candidates. If the characters are not ready to make
The mood between the occupants oscillates drastically from their decision after the interview, they can defer the
somber to jovial – different people dealing with the harsh
hiring, knowing that it will take 10 extra minutes to
reality in different ways.
get back to the candidate.
All this stretches between indoor and outdoor, lower and
upper floors, across dining, service, and hotel rooms.
DM’s should refer to the Dungeon Master’s B-
Finding anyone in this mass of people is a formidable task. Team Reference when running interviews. Each
candidate has an individual info card, which is
Doing the Hiring divided into two sections – Info for Players and DM-
Timing. The characters have four hours of total time Only Info. The player section contains items that
to complete their recruitment, of which 40 minutes characters can learn in their interview, comprised of
are needed to get to and from the Turrets. Track has the following parts:
their time spent there. The timing only becomes an Power. This is the NPC’s true power ranking. This
issue if they attempt to recruit certain special NPCs. sometimes differs from Essendra’s “sword ranking”.
Once at the Turrets, locating, interviewing, and The characters can determine the true power
potentially hiring one of the known adventures takes number during the interview with a successful DC
20 minutes (in-character). This time is the same 12 Wisdom (Insight) check or another successful DC
even if the characters split the party, as they 12 check of your choice if appropriate.
eventually have to meet up to make the hiring Backstory. The characters learn each candidate’s
decision. If the characters choose to try and locate backstory either while searching for them or during
one of the candidates that has left town or is dead, the interview. Using the backstory for leverage can
the 20 minutes are still spent – however, the party grant advantage on checks to negotiate or learn
instead finds a potential substitute. hints.
Individual candidates may have special tasks for Hints. There are two brief hints for every
the party to undertake before agreeing – these take candidate. It is up to the DM how to present these,
extra time. This extra time does not count against but up to the characters to decide whether they are
the party if the party is split, however, characters relevant to hiring. The hints always refer to some of
who split off to do such tasks are on their own for the DM-only info, however, the characters purposely
them! do not know how this part is scored. Part of the fun
Negotiations. The B-Team DM Reference Cards is having the players draw their own conclusions
in Appendix 2 contain a standard and a negotiated about what is important!
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PO-BK-1-03 Red Masks Ver 1.1 9
Base Price. The characters always know what the breakblades have plenty of extra rapiers. The only
base hiring price is. The lowest price is listed under other weapon that can be used is an off-hand dagger
the DM-Only info. or a shield. No magic can be used. The duel
participants are given a special tunic, which grants
Example of NPC info card: them 30 temporary hitpoints until the end of the
duel. The first participant to deal 30 damage to the
Brunt Hammertown other wins. The duel setup and preparation takes up
Power 4 an extra 20 minutes of the party’s time.
Brunt is a former adventurer who If the characters lose the duel, at the DM’s
had retired to Splondar, discretion, they may still be able to recruit Astuvio
Info for continuing to serve in its Militia. with a successful DC 13 Charisma (Persuasion)
The rest of his unit was wiped check or by having made a sufficient impression on
Players
out during the evacuation and he him otherwise.
Backstory decided to be done with the war.
Hint 1 Capable Leader Rumors of Redmask
Hint 2 Ready to die There are rumors of a seemingly mythical figure called only
Standard Price 150 “Redmask” at the Turrets. All the rumors are of a masked
“hero” fighting Thayans at Splondar. Each rumor is wilder
than the last: “I heard she singlehandedly killed twelve red
Lowest Price 100
wizards at Splondar!”, “I heard he was teen-feet tall and
Leadership Trait Leader consumed the Thayans with fireballs from his eyes!” None of
DM-Only General Trait Motivated the rumors lead to anything substantial.
Info Bane Rash
Boon Brave DM Tip: These rumors foreshadow the party’s future
Special Martyr encounter with Redmask, so be sure to sprinkle them in!
They can also be heard among the soldiers in the next
The info card should not be shared with the players, section.
and other than the lowest price, the information
from the DM-only section is not used until the Carlissia Rand (departed)/Handsome Saul.
adventure’s end to calculate the B-Team’s success. Carlissia is an experienced mercenary and smuggler.
Her ship was recently sunk by pirates, making her
Missing and Special Candidates take more land jobs. When the characters try to find
When the characters go to locate one of the missing her, they instead find another smuggler named
candidates, they run into a particular special Handsome Saul. Saul is found sitting forlorn at a
candidate instead. These candidates aren’t three-dragon ante table, staring dumbfounded at a
“interviewed” in the traditional sense, however, hand of cards laid out on the table. “What of her?” he
their power and hints can still be learned during grimly pipes up overhearing characters utter her
interactions with them. name.
Maxin Torvin (deceased)/Astuvio. The well- Handsome Saul lost his wave-runner, the Kessella
known breakblade and mercernary Maxin Torvin in a card game to Carlissia, who left town in it during
was recently killed in a duel. Characters learn of this the night. He still can’t figure out how he lost. He’d
as they locate a table of breakblades, loudly been so certain of his skills!
celebrating his life. Among them is his bereft Handsome Saul can be recruited for 50 gp after
husband Astuvio, who happens to be a former helping him regain confidence in his card skills. This
breakblades champion in his own right. can be accomplished in different ways. A character
Griefstricken Astuvio is being loud and half- can use a successful DC15 Intelligence
heartedly challenging anyone that passes by to a (Investigation) check to go over the moves in
duel. (Maxin killed his opponent in the duel before Carlissia’s game with Saul to figure out that she
succumbing to his wounds, so there is no vengeance likely cheated. Alternatively, a character can play
to be found for Astuvio.) with Saul and lose, while still providing him with a
While Maxin had a habit of taking on all kinds of challenge. A successful DC 13 Intelligence or
mercenary jobs, Astuvio is more of a city rogue, Charisma check using a three-dragon ante set is
preferring to use his great skill with the rapier for required to succeed at this. Additional thematically
show and competition. appropriate methods of success are possible at the
Astuvio can be recruited for at 75 gp fee if DM’s discretion. The investigation or game with
someone in the party can best him in a rapier duel. Handsome Saul takes an extra 20 minutes of the
Use swashbuckler stats for Astuvio. The party’s time.

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PO-BK-1-03 Red Masks Ver 1.1 10
If – and only if – the party has a member of the learned only that her quarry had passed through
Harpers among them, they recognize fellow Harper here and is now gone.
Razor Boam as he comes over to say hello to If approached by the characters, Talabaste sees an
Handsome Saul. This provides the opportunity to opportunity to further her own pursuit by using
recruit Razor instead of Handsome Saul. See Razor’s their connection to the Coinseat Council. Talabaste
section below. requires access to the harbormaster’s log, as well as
Razor Boam (Harpers only). Razor Boam is a library records from three separate libraries. More
human bard and Harpers agent. He is the captain of importantly, she wants a letter of recommendation
his personal modified keelboat called the Edge from the Coinseat Council that would ease her access
Runner. He is in town assisting the evacuation, but to similar records in other Border Kingdom cities.
also collecting information on the Red Wizards. Being an outsider and it being a time of war,
Razor is friends with Handsome Saul and is only Talabaste does not trust promises. The characters
encountered and recognized if the characters talk to can recruit Talabaste for 75 gp (“expenses of
Saul and have a Harper among them. course”) if they spend one hour arranging and
Razor is dying for an opportunity to get closer to fetching the letter and other items for her – which
the Red Wizards, but he has committed his ship’s the council is happy to provide. The characters know
help to the evacuation. The characters can recruit this will take one hour and that this time cannot be
Razor for 100 gp by suggesting he let Handsome Saul reduced before making their decision.
take care of the Edge Runner while Razor assists the
characters. The characters can’t recruit both Final Decisions
Handsome Saul and Razor. It is entirely intentional that the characters do not
If there are Harper agents in the party, it may be have perfect information about those they’re hiring.
possible for them to meet Razor in some other It is up to the characters to decide what traits are
manner – especially if they are having trouble most important.
recruiting. This is up to DM discretion to arrange. If the characters want to take extra effort to figure
Razor’s price is always 100 gp. out what is important, with a successful DC 13
Drystala (departed)/Talabaste. Drystala is a Intelligence check, they can figure out that the right
yuan-ti pureblood bounty hunter who specializes in amount of Leadership is key to a successful group –
tracking mages, making her a perfect candidate to go they don’t want the group to be leaderless, but
up against the Red Wizards. Unfortunately for the neither do they want too many cooks in the kitchen.
party, she was only in town for a meeting and has They also realize that the “class” of the adventurers
now departed. When asking around for her, the does not matter.
party is eventually pointed toward a mysterious Be sure to make note of who is hired and how
drow female named Talabaste, who had also been much they are hired for.
asking about Drystala. Once the B-team is hired, the characters meet up
Talabaste is a powerful arcanist, who cares not at with the Derluskan defense force, which
all for the wars of the surface. She is on an urgent unceremoniously begins its march toward the fateful
mission on her own, pursuing a half-drow mage who River Starth Crossing.
holds important knowledge. Talabaste had met with
the bounty hunter Drystala to buy information but

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PO-BK-1-03 Red Masks Ver 1.1 11
Part 3: The Longest March
Estimated Duration: 110 minutes

Hearts and Minds an effort to empathize and leave the NPC in a more
positive state of mind. Mark each interaction as a
As the Derluskan defenders march to make their success or failure once it is completed and note the
desperate stand at the Starth Crossing, morale runs number of successes (out of 5) for use during the
low and encouragement is needed. Meanwhile, adventure’s finale.
Thayan advanced scouts are spotted and must be The Song Doesn’t Matter. A soldier who has
dealt with. brought their father’s lucky harmonica doesn’t know
any songs. They want to learn a song but would
Story Objective B prefer to learn something from a “regular soldier,
Encouraging the Derluskan defensive force and not a fancy bard”. They say: “It doesn’t matter that
dealing with the Thayan scouts is Story Objective B. the bard played it, it matters that you remembered
it, teach it to me as much as you remember.”
A. A Soldier’s Thoughts They’re Not Coming Back. A veteran unit leader
The column of Derluskans proceeds slowly toward has doubts about leading their troops into a hopeless
the River Starth crossing. The force is nearly five- battle.
hundred strong, but most of these are not trained With This Ring. A young newlywed expects to die
soldiers. Derlusk’s watch numbers barely a hundred, and wants their ring returned to their partner.
plus trainees. Beyond these are volunteers – “You’re a hero, you’ll survive, please take it,” they
everyone from streetswappers to breakblades to say.
sailors. The mood is grim. Making Bets. A dwarf and an elf are making bets
Read or paraphrase the following: on how many enemies they’re going to kill. They’re
in great spirits, but they’re not sure what realistic
numbers are for this sort of battle and need a
Separating herself from the other captains at the head of the
column, Essendra Ashar makes her way over. “We have
character to help guide their wagering.
mustered more soldiers than we had hoped,” she says. “Yet I I Don’t Want to Come Back. A soldier is brave and
fear the mood among them is grim. Most believe they march ready to fight, but they’ve heard of Thayans “doing
to certain death. Without hope, they are likely to break ranks terrible things to corpses and bringing people back
before we even have a chance. You all are experienced with as undead slaves”. They beg the character to
danger and defying death. I beg of you, speak to some of the perform “some sort of ritual”, clearly having no idea
soldiers as we march, try to light a glimmer of hope among about magic.
them. I shall do the same.” Have Them Know Me. An illiterate soldier who
had abandoned their kids wants to write a letter. “I
With that, the characters are asked to mingle with never cared about raising the damn brats. Never
the soldiers. The encounters below are intended to wanted ‘em. My partner was the one that wanted
represent a sample of their total interactions. The them, so they have ‘em. But I’ll be damned if they die
party should play out a total of five scenarios below, to dem Thayans. I can’t write, but I’d want them to
each one taking three-to-five minutes of play and know about me maybe. At least know my name, and
involving a single character. what I looked like. I never knew my own folks,
If the party consists of more or less than five always wondered. Can ye write it down for me? Can
characters, some characters should be randomized ye take it to them?”
to have multiple interactions or to participate in
more than one. No more than two characters should As each character wraps up their interaction, a
ever participate in the same interaction passing member of the watch hands them a note.
simultaneously, and none of the interactions should The note says:
repeat.
The described situations are all personal and We are being watched. Do not look alarmed.
social in nature and do not have a preset correct Casually make your way to the fifth closed wagon and
response or check. The players can be told this inside. Try to stick to the East side of the column.
ahead of time. It is DM discretion as to whether the Essendra
character succeeds on the interaction, though this
should be kept secret until the adventure’s end.
Generally, a success requires the character to make
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PO-BK-1-03 Red Masks Ver 1.1 12
B. Extreme Prejudice light should be considered dim due to the thick
foliage.
As the characters find their way to the specified
wagon, inside they find Essendra Ashar and two Adjusting the Scene
soldiers they recognize from her own unit, as well as DM Tip: The same Thayan squad composition is used for all
a cadre mage. “Thayan scouts. In the woods,” she squad. As there are several consecutive combats, they are
says matter-of-factly as she waits for all of the not intended to be deadly. Furthermore, the characters are
characters to arrive. able to learn about their enemies from the first encounter
Once everyone is there, she explains that they and potentially use that knowledge in the second.
have spotted scouts in the woods, following the
column for the last several minutes. The scouts Each Thayan scout squad consists of six members. Each
would no doubt report that on the small number of squad is typically led by a Thayan scout hybrid (chuul) and
troops and the general disorganization of the has 4 archers. The archers are a mix of humans and half-elves
defenders. This can’t be allowed to happen. (notable for darkvision).
Essendra asks the characters – accompanied by
one of her own scouts (spy)– to go wipe out the Here are some suggestions for adjusting this scene:
Thayan scouts “with extreme prejudice”. Between Very Weak: remove two archers
Weak: remove one archer
herself and the mage present in the wagon, they can
Strong: replace two archers with Thayan scout hybrids
turn everyone invisible, to allow for the ambush.
Very Strong: replace four archers with Thayan scout
There is likely to be more than one group of hybrids
scouts. Once the characters ambush this group, they
are to proceed through the woods, seeking out and
eliminating others. It may be possible to interrogate Scout Hybrids
some of them about the others. The Thayans have been experimenting with far realms
The column will continue its march until they creatures, including combining them with some of their own
make camp at the river. By that time, it will be dark troops. The Thayan scout hybrid uses the statistics of a
and more difficult for the Thayans to scout. The chuul, but is not actually that creature. It looks like a large
characters are to rejoin the main force then. humanoid with strange tentacles instead of arms, some of
Once the mission is explained and the party is which can grasp and inject poison. They understand common
ready, Essendra and the mage cast invisibility on all and Thayan.
members of the party, including the spy. They Adjudication Tip: The scout hybrid’s sense magic trait is not
always in use, for consistency, it is recommended that this
explain that the spell can last up to an hour or until
trait is ruled as preventing the scout hybrid from being
they attack (as per normal rules for the spell).
surprised by creatures with magic but has no other significant
Thayan Scouts – First Squad impact.
It is only a few hundred feet from the road to the
WON’T BE TAKEN ALIVE
wooded area where the scouts were spotted. With
The Thayan scouts have orders to not be taken alive. If any of
their invisibility and the sounds of troops marching, their allies is under 10 hitpoints, they use one of their own
the characters can get within 60 feet of the location attacks to kill them.
without having to make any stealth checks. If the
characters wish to get closer, each character Once the characters deal with the scout squad they
approaching must make a Dexterity (Stealth) check learn that there are at least two other scout parties.
for every 30 feet travelled, though their successful This can be learned either by interrogating one of
subterfuge and invisibility grant advantage. the archers (the scout hybrids laugh, leak black fluid,
and provide no information), or by finding a marked
Area Information
map on one of the bodies. The map has three distinct
The area has the following features.
areas marked on it, easily leading to the conclusion
Dimensions & Terrain. The main road which the
that that each squad was assigned one. The other
troops march upon is 40 ft. wide and bordered by
two areas are between here and the river crossing.
open farm fields to the east and a forest to the west.
The forest proper is some 300 ft. away from the
road, but small thickets of trees litter the side of the DM Tip: Rest
road as close as 150 ft away. The first set of scouts is It should be clear that taking care of the scouts is time-
hiding in one such thicket. The map in Appendix 3 sensitive, and that the characters are likely to get a rest once
they’re done and meet up with the rest of the army.
can be used for these encounters.
Lighting. It is daytime, and despite some cloud
cover, it is a bright day. Inside the wood thickets, the

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PO-BK-1-03 Red Masks Ver 1.1 13
Thayan Scouts – Second Squad
The party is expected to travel through the wood
thickets and locate the other scout squads. The Smoke that reeks of burnt flesh wafts away from a scene of
second squad is identical in composition to the first, pure chaos playing out in the forest clearing. A Thayan archer
however, the party no longer has invisibility and runs screaming and clutching their face with a charred hand.
must track it down. Another archer stands in a burned-out circle of grass, firing
across the field. Some sort of Thayan thing, some human-
Have the party’s designated trackers make four
shaped abomination with black tentacles instead of arms
separate Wisdom (Survival) checks, and note the
roars in fury just as – in a flash of light – a masked figure in a
results, labelling them 1-4. Each check can be made tight red tunic materializes behind it. In one swift motion the
by same or different trackers, or can be a group masked figure slices the unnatural thing vertically in half with
check (use average score for group). These checks their curved longsword.
represent the total search effort for the second
squad over a long period of time. Roll 1d4 to
The figure seen is the Rashemi durthan Redmask.
determine which of the above check results gets
used when the Thayan squad is finally found. This Creature Information
determines the conditions of the encounter. If the
party took a short rest after the first squad, they
have lost valuable time and all the result targets Redmask
CN human
below increase by 5.
The Rashemi durthan known is Redmask did not choose this
Result of 20 or higher. The party spots the
name for herself. Cast out by the Wychlaran for excessive
Thayans from a far distance and have an opportunity brutality in her quest for revenge against Thay, Redmask
to follow them for a time, taking advantage of travels Faerun with a singular purpose of killing red wizards
terrain. The party has advantage on all stealth and those who serve them. Redmask says little and needs no
checks to approach the Thayans. one.
Result of 15-19. The party spots the Thayans 100 What Redmask Wants. To kill Red Wizards of Thay and all
ft. away. The Thayans do not immediately spot the who serve them. No mercy, no justification. Redmask is
party. always looking for opportunities to strike at stronger Red
Result of 13-14. Due to terrain, the party spots the Wizards.
Thayans 60 ft. away, and are immediately spotted by Vengeance. “I have no quarrel with you, so long as you are
the Thayans, starting combat. Half of the Thayan not standing between me and the Thayan dogs.” “Some call
squad begin the combat hidden with a stealth roll of me Redmask, for my mask is indeed painted with the blood of
17. red wizards.” “Thay is a plague on everything it touches, good
Result of 11 or lower. The party walks into a only for cutting out. Even now their infection spreads through
your lands while your masters cower in fear until it is far too
Thayan scout ambush while tracking and all
late and everything has been taken from you, much as it was
characters with a passive perception below 20 are
from me.”
surprised.

Thayan Scouts – Third Squad & Redmask Redmask uses the statistics of a githyanki gish with the
following adjustments:
As the party begins to search for the third and final
scout squad, they hear and see a fireball explode at a  Redmask is human, but no racial adjustments are required.
clearing that is blocked by a row of trees about a  Redmask speaks Common, Rashemi, and Thayan.
hundred feet away. Screams and sounds of combat  Redmask never casts plane shift.
can be heard. The overall location is more than a  The additional damage dealt by Redmask’s longsword is
mile from the main road, as the scouts had retreated force rather than psychic.
to rest.
As the party approaches, read or paraphrase the By the time the characters arrive, Redmask has
following, adjusting for the approach as required: killed half of the scouting party and is fully intent on
wiping out the rest. The characters can either assist
or let her finish the work – which she eventually
does (in this case, narrate rather than roll the
encounter).

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PO-BK-1-03 Red Masks Ver 1.1 14
Redmask has little interest in conversation and
focuses on killing Thayans. She never gives her
name, but acknowledges that some call her Redmask
if it is brought up. She does is not hostile toward the
characters, although if any Thayans are left alive, she
attempts to teleport in and kill them without asking
for permission.
Although she may find herself in hostilities with
the characters, Redmask has no interest in fighting
or killing them. Once she’s killed all the Thayans,
Redmask flees if the party is hostile. She uses
dimension door or misty step if needed.
If the party is not hostile to her and assists in
killing Thayans, Redmask can be parlayed with. If
they get along peacefully the party is able to recruit
Redmask into the B-Team for free, however,
Redmask makes it very clear that she intends to
“show the Thayans no mercy”. If the characters do
not recruit her, she goes on her way.
DM Tip: Redmask’s general brutality and “no
mercy” warning should be emphasized to the
characters when they are making their choice, as it
may carry dire consequences (which they have no
way of predicting at this time).

Redmask with A-Team


If the characters wish to have Redmask join them specifically,
they should be reminded that their mission is of the utmost
secrecy. Once they introduce her to the captains at the camp,
the captains ask her to step outside and explain that her mask
marks as her as a durthan - an outcast among the Rashemi, and
someone not to be trusted. The captains are fine with her
accompanying the B-Team (they need the help!), but do not
want to endanger the secrecy of the primary mission. If the
characters absolutely insist, Redmask herself chooses to “meet
them there” rather than going with them.

Scouting Wrap-Up
Once the third scouting party and Redmask have
been dealt with, the party is able to re-join the main
force, who have reached the River Starth Crossing.
DM Note: the party gets a long rest shortly after
returning, so no rest is required here.

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PO-BK-1-03 Red Masks Ver 1.1 15
Part 4: Plans Within Plans
Estimated Duration: 120 minutes

At the Crossing anti-spying defenses which block divination magic


and other methods of spying (such as arcane eye,
The characters return to the main Derluskan force in invisible familiars, etc.) from getting closer than 50
the late afternoon, with darkness only beginning to ft. above the camp. This fact is communicated to the
fall. The defenders have reached the Starth crossing characters, so they need not waste their spells.
ahead of the Thayans and are setting up camp. The
characters have a chance for a long rest, at the end of A. Briefing
which they receive their briefing.
It is late in the evening when the party is invited into
Red Death the command tent for their briefing. Three captains
The characters are sent to kill or capture the red of the Derluskan forces are there – Essendra Ashar
wizard leadership. This is Story Objective C. who is leading the covert mission, Dervos Mathis
(older half-elf, LG) who is tactically coordinating
Setting: Starth Crossing the defense, and Sellinda Tovir (young aasimar,
LG) – who is the field marshal. After the characters
This part of the adventure takes place at the crossing are introduced to the other captains, Dervos takes
of the river Starth. The Derluskans have located on the lead, pointing at the map as he goes over the
the strategically advantageous north shore of the plan, eventually ceding the floor to the other two
river, which has a 10-20 foot advantage in elevation captains. (DM Tip: See the Dramatis Personae
over the southern shore. appendix for additional information about the two
River Starth. The river itself narrows to 80 feet captains).
across at the area of the crossing. It is a deep river
and neither its current nor water temperature Running the Briefing
impede swimming. The mission briefing contains a lot of information and several
Stone Bridge. The old stone bridge across the NPCs talking. This is intended to be a dramatic moment, and the
river is a low one and almost flat, with a larger arch culmination of all the events in this trilogy of adventures. It
only in the center to allow low vessels to pass. The should establish the high drama of the desperate situation and
bridge is made of large stones and very sturdy. The the small-yet-critical part the characters are to play.
bridge 40 feet wide. As you play the different NPCs, dramatic gestures and the use
of the provided map (appendix 2) as a visual aid can help up the
Northern Shore. Once the road crosses the bridge
drama.
to the river’s north shore, is it is flanked by a pair of
low hills. Not high enough to be called a valley, but
with a few feet of elevation advantage on each side
the hills make the position well-defensible for the Tactical Overview (Explained by Dervos
Derluskans. Mathis)
Southern Shore. The south shore of the river on Impossible to Spy. The Thayans are employing
the other hand is almost entirely flat open for miles magical anti-spying measures. This has made it
ahead. This area of Shandolphyn’s Reach is called the impossible for scouts to get close without being
Fields of Prosperos and consists of rich farmlands, spotted, but the size of the army and open nature of
punctuated by only occasional farmhouse – all the terrain make certain things obvious.
having been abandoned ahead of the Thayan march. Terrain Advantage. The Thayan force numbers at
Western Woods. 100-300 feet to the west of the least two thousand, and while odds are
road on both sides of the crossing run the western overwhelming, the defenders have a terrain
woods, providing the only source of non-elevation advantage, which should give them chance to hold
cover in the area. the position.
Thayan Force and Camp. The massive Thayan Two Feints. Tactically, while the Thayans likely
force of over 2,000 can be seen in the distance even expect the Derluskans to simply hold their position,
as the Derluskans arrive. By the time the characters they are not so stupid as to be caught entirely
have rested, the entire field across the river is alight unawares. This is why the final plan consists of not
with campfires and tents. Further information on the just one, but two feints.
Thayan encampment is detailed in the briefing as
well as individual Area Information sessions later
on. Note that the Thayans are employing a variety of
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PO-BK-1-03 Red Masks Ver 1.1 16
The First Feint (Explained by Dervos Through the Woods. Once across, they will
continue through the Western Woods, circling
Mathis) around to the Thayan position from the Southwest,
B-Team Diversion. Shortly after this briefing, the where they expect minimal resistance.
secondary strike force (the B-Team) will depart Magical Countermeasures. Based on information
camp traveling east and crossing the river two miles obtained by adventurers during the Splondar attack,
downstream. The terrain to the east is largely open Essendra and the Derluskan mages have developed a
and it will be difficult for them to cross entirely magical countermeasure to the Thayan detection
unnoticed, which is the objective. Their true purpose field, which Essendra carries and will cast before the
is to create a diversion. final approach.
Purple Wormlings. Intelligence obtained by Target Leadership. The target is a large red tent
adventurers during Splondar attack told of Thayans adorned with Thayan regalia. They tent is
using purple wormlings as part of their attack force. impenetrable to divination, but is confirmed to
These are being kept in the vicinity of a large pit belong to the Thayan leadership.
marked on the map. Wait for the Signal. Once the trumpets of the
Sonic Disruption. The B-team’s task – which the Derluskan attack sound, the camp’s attention will
characters will brief them on – is to enter the Thayan turn to the front, giving the strike team a brief
camp from the east, and to activate a special sonic window to attack. With the Thayan army made up
disruption scroll in the vicinity of the pit. The sonic chiefly of mercenaries, it is expected that with the
disruption will disrupt Thayan control over the red wizards dead, the army will surrender.
wormlings turn them feral.
As the briefing draws to a close, read or paraphrase
The Second Feint (Explained by Sellinda the following:
Tovir)
Around midnight, as the B-Team strikes, Sellinda As Essendra explains the final part of the plan she pounds her
Tovir will lead a forward force across the bridge in a fist on the battlemap: “We must act quickly and cut the head
daring offensive. They will sound the trumpets, beat off the snake!”
the drums, and charge to attack the Thayan position. At this, Captain Mathis addresses her with some trepidation:
Goading Attack. The goal is to strike “What of the councilor’s request? To take the red wizard
leader, this Halaedra Kren, alive?” he says. Essendra winces at
opportunistically before retreating back to the
this before responding.
defensive position. Tactically, the goal is to goad
“We’ll do what we can. The councilor is not here with so
some of the Thayan forces to follow the attacker, many lives hanging in the balance. If we can take her alive, we
forcing them to start the attack before they are will, but if killing her is what saves Derluskan lives, we won’t
ready. Ultimately even this “main attack” is but a hesitate.”
distraction – though one likely to cost the lives of With this, Essendra turns to the party: “Please brief the second
many Derluskan troops. All of this is so Essendra’s strike team on their mission and send them off. Remember
strike team - including the characters - is able to that they must know nothing of our true purpose. As far as
deliver the decisive strike. they are concerned, they are committing a critical act of
sabotage and a diversion to assist our surprise offensive – a
The Secret Strike (Explained by fact that happens to be entirely true.”
Essendra Ashar) With the briefing done, the characters get a chance
Essendra’s Strike Team. Shortly after this briefing to ask any questions and review the map if they
is over and the B-Team has departed, Essendra and wish. There is little time to waste before setting off.
the characters will depart camp traveling to the
north on horseback, dressed as messengers. Not too
far up the road, they will stop near a dense copse of
trees, where a contingent of hidden Derluskan
messengers await in identical clothing. There, the
real messengers will mount the horses and continue
riding to Derlusk, fooling any Thayan scouts or
diviners
Across the River. The strike team will then travel
swiftly on foot through the Western Woods,
doubling back south to the river, where they will
cross by water. This far upriver, Thayan scout
presence is expected to be minimal.

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PO-BK-1-03 Red Masks Ver 1.1 17
Lighting. It is a partly cloudy night with some
Briefing Q&A moonlight, but not nearly enough to provide to
Q: What kind of resistance can we expect?
create dim light. The conditions should be
A: Scouts in the woods (hopefully minimal), mercenaries in considered dark.
the camp, potentially some of the hybrids that have been Scouts. With this area being far upriver, Thayan
seen, and of course red wizards themselves, who are likely to scouts are few and spread out. There is one Thayan
be wielding magic. scout every 300 feet on the south shore.

Q: What do we know about Halaedra Kren? Run Silent


A: Her title is the Tharchion of Gauros, and she is the general The two nearest scouts – who are 200 feet apart –
of the Thayan army. She is know to be a master of abjuration can be spotted with a DC15 (Wisdom) Perception by
magics and is chiefly responsible for the hybrid experiments any character with sufficient darkvision to see
seen on the battlefield. across the 100 feet across the river. While the party
should be given the opportunity to spot the scouts,
Q: Can we haz free stuffs? they are expected and if the party does not, one of
A: Supplies are few and are needed to hold the defensive Essendra’s scouts – a dwarf with above average
position in case the plan fails. If it makes particular sense, you darkvision – is able to spot them.
can move the scroll of dispel magic to be given out here
The scouts (half-elf archers) are familiar to the
instead of Part 5. Only one such scroll is found in the
party from having been fought as part of the Thayan
adventure.
advance scouting parties. The scouts have a passive
Perception of 15, which – given the lighting
B. Second Briefing conditions – is down to 10 at the time of the
crossing.
The characters must brief the B-team of their
The party’s task is to take out one or two scouts
assigned task. This does brief interaction need not
quietly or to sneak by. It is entirely up to the party
have any checks. Allow the characters to conduct
how they wish to approach this. They can ascertain
the briefing if they see fit and use DM discretion to
following with relevant successful DC 12 ability
award 1, 2, or 3 (maximum) points for effectiveness.
checks:
Add that many points to the B-team’s total power
score when evaluating their performance at the  The scouts look to be bored and not particularly
adventure’s end. attentive this far out.
In the event that the characters wish to simply do  The scouts appear to be half-elf mercenaries.
a check, they can make a Charisma check using a  Given the distance to other scouts, and the general
relevant skill of their choice. On a result of 18 or noises of the woods, a quick scuffle is unlikely to
higher, they get 3 points, on a result of 13-17, they be overheard by the next scout, however, a shout
get 2 points, and for anything less they get 1 point. would certainly be heard.
Unless the characters refuse to brief the B-team or  If they’re able to surprise a scout and take it down
do something mindboggingly awful with it, they before it gets a turn, they’re likely to be safe.’
should get at least 1 point for this section.  Given the shape of the river and the wooded
terrain, there is no line of sight to each other
C. Water Crossing between the Thayan scouts.
Soon after B-team departs on their mission, the  Neither the river’s current nor water temperature
characters similarly set off. The masquerade with impede swimming.
the horses goes smoothly and the characters – Essendra stresses the importance of stealth here
accompanied by Essendra Ashar and four of her elite and recommends that that it is safest to take out at
commandos – circle back and make it into the least one of the scouts. She offers to cast invisibility
western wood, and subsequently to the river on up to two characters if they wish.
crossing. (DM Note: Do not share Essendra’s or her It is entirely up to the party how they approach
troops' statistics with the players at this time.) this section and surprise should be liberally granted.
If the characters make good plans and succeed in
Area Information their stealth, consider allowing a “cinematic take-
The area has the following features. down” rather than tracking the scouts’ exact
Dimensions & Terrain. The area of the river hitpoints.
where the characters are to cross is 90 ft. across. The Magical means of getting past or disabling the
shore on both sides is covered by dense forest but scouts also work.
the river itself is wide open. Map 3 cab be used for In the event of stealth failure, two nearby scouts
this encounter. come to investigate. As they are mainly on the
Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-1-03 Red Masks Ver 1.1 18
lookout for a large force, they jump into the fray indistinguishable from a puddle, especially in the
themselves rather than running. Only after revealing dark.
themselves do they realize they’re outnumbered and Hallucinatory Terrain. To aid the creatures, the
attempt to flee through the forest – where the red wizards have cast subtle hallucinatory terrain
characters can track them down. spells encircling the compound on these undefended
sides. The spells are very subtle – they keep to the
D. Masked Approach exact layout of the terrain, except for adding
swampy puddles, allowing the red stalkers to blend
Once the characters have made it past the initial in.
scouts, Essendra halts the party and pulls out a The hallucinatory terrain begins 150 feet away
sending stone. She notifies Captain Mathis – in from the camp’s edge. It can be detected as illusion
tactical command of the main force – that they have magic with a detect magic spell and dispelled
crossed successfully and should in position in 30 normally (4th level spell). However, detection alone
minutes. His response is to avoid checking in any is not enough to see through the illusion. Because
further and to wait for the trumpets. the illusion is made to match the contour of the land,
Essendra explains that with the Red Wizards and the only part of the illusion detectable by touch is
their arcane detection field, they had planned for that the majority of puddles are fake. The transition
this to be the final check in. It is critical for them now from “dry” fields to swampy ones is very natural, so
to cover the necessary ground and get into position. the characters are unlikely to see an exact border of
There is no time to waste. Most of the time they have the hallucinatory terrain unless they are detecting
is to be spent jogging through the woods. She magic. Refer to Map 4 for this encounter.
expects no scouts in the woods themselves. Prior to As the characters traverse the first 50 feet of the
setting out, Essendra takes out as a scroll and casts hallunatory terrain, they should be asked whether
the special antidetection spell on the party, herself, they are attempting to remain dry from the puddles
and her associates – this is to evade the Thayan or just rushing across without care. If they choose to
detection field only, they can still be noticed by remain dry, they do not notice that the puddles are
traditional means. A character can confirm the fake. If this is the case, the red stalkers are able to
spell’s function to be as described with a successful surprise any character with a passive Perception
DC10 Intelligence (Arcana) check. below 23.
Over the course of their 20-minute run, each If the characters step into the illusory puddles (or
character must succeed on a DC12 Strength examine them), they notice that they’re not getting
(Athletics) check or suffer a level of exhaustion due wet so long as their passive Perception is 12 or
to the fast pace. This check is made over a prolonged higher (no check required if examining). Having
period of time, so short-term boosts such as noticed this, a successful DC 17 Intelligence
guidance do not apply. Advantage can be gained with (Investigation) is required to disbelieve the illusion.
creative use of magic to mitigate the run or via As per the spell description, those who succeed see a
appropriate backgrounds such as Soldier or Marine. vague image superimposed on the terrain, with the
Rangers or Land druids within their chosen terrain real terrain being largely the same, but having far
succeed automatically. fewer puddles. The remaining puddles are of an
Essendra and her commandos succeed unnatural reddish color, however, this is only
automatically. evident if the character can discern colors in the
After 20 minutes, the characters reach the edge of dark – such as with light or Devil’s Sight.
the woods and can see The Thayan encampment Characters that spot the red puddles are not
across some swampy terrain and farm fields. Before surprised when the combat starts, nor are the red
the characters proceed, establish whether they are stalkers hidden from them.
carrying any light sources, and what their darkvision If the party discerns the illusion, but not the red
(or other senses) are. puddles, and choose to circumvent the puddles, the
Fields of Red puddles begin to move and attack. Treat their
Dexterity (Stealth) check result in this case as a 13. If
While the Red Wizards did not expect any attack
the characters investigate the puddles, they attack
from the rear, they did take some precautions. On
when approached, with a Dexterity (Stealth) check
the unguarded sides of the camp, The Thayans have
result of 18.
released a swarm of red stalkers (slithering
trackers) – red tentacle-like creatures that attack
anything that attempts to pass. The creatures are
particularly adept at hiding in watery terrain –
looking like reddish liquid – and largely

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PO-BK-1-03 Red Masks Ver 1.1 19
the Border Kingdoms. Such agents are able to
Adjusting the Scene effectively hide their true self behind their cover
This is intended to be an easy- to medium-difficulty encounter,
with the difficulty increase coming from monster concealment. persona in an extreme way that can’t be detected
Groups that detect the stalkers should be rewarded with even by powerful magic such as zone of truth or
relatively easy combat. telepathy.
They live as their cover personality, most of the
The encounter consists of 1 red stalker (slithering tracker) per time having no memory of their true Thayan self.
character, plus 3 more that are dealt with by Essendra and her Their true persona takes over only briefly each
troops.
based on set triggers and is able to implant needs
Red stalker descriptions: the red stalkers physically look like fluid
and wants that they cover personas follow - such as
reddish oozes that form into tentacles. choosing a certain plan or volunteering for a certain
mission.
DM Tip: If playing with a weak or very weak party, this may be a Essendra Ashar and her troops are such agents,
good opportunity to have one of Essendra’s troops significantly though this is not detectable except in briefest of
injured in preparation for part E. Conversely, if playing with a moments that would only be discovered under
strong or very strong party, having Essendra’s allies quickly constant telepathic monitoring. (The Thayan
handle their own stalkers and assist the characters may be more
persona is aware of Rary’s Telepathic Bond and
appropriate for setting up the next part.
would be cautious when entering into one.)
Additionally, the Thayan agents have psychic
E. Keep Your Enemies Close “markings” that can be felt by high-ranking Red
Wizards, so help them identify their assets. Essendra
Once the characters have dealt with the red stalkers,
is aware of this and knows that her mere presence is
they find themselves at the edge of the Thayan camp,
enough to alert those of importance.
unnoticed. As they approach the edge of the camp
This works and while the plan to avoid the
(approx. 100 feet away from the Thayan leadership
detection field is successful, the presence of the
tent), commotion and periodic flashes of light can be
psychic marking is felt by Halaedra Kren. This allows
heard and seen from the far end of the camp – the B-
Halaedra to evacuate the tent prior to the party’s
team has set off their distraction and there seems to
arrival.
be no one but a pair of mercenary guards between
Essendra’s true persona is subtle and does not
the characters and the tent.
cause her to act immediately, waiting for the perfect
Area Information moment to spring the ambush.
The area has the following features. Moment of Truth
Dimensions & Terrain. The area has a number of
With the characters within a hundred feet of their
Thayan tents and campsites. These are all vacant,
target, things happen quickly, spurting everyone into
with the commotion having had the desired effect of
action without the opportunity to explore. Essendra
drawing troops forward. Refer to Map 5 for this
uses the trumpet signal to push her advantage. Read
encounter.
or paraphrase the following:
Lighting. The camp is full of campfires and
torches, creating a mixture of dim and bright light.
Cover or invisibility is needed to hide. The gold banners of Thay adorn the large elaborate tent
belonging to the Red Wizard leadership. As if on cue,
Leadership Tent. The large (approx. 60 ft
trumpets signaling the Derluskan advance sound in the
diameter) Thayan tent is particularly sturdy and has
distance and the few troops that had remained nearby head
been magically reinforced so that the material in the direction of the front.
cannot be cut through or lifted (to sneak under, etc.) Only a pair of leather-clad guards at the tent’s entrance
The tent is warded against divination and remain.
teleportation. The tent has a standard entrance door. Essendra’s troops draw their blades and prepare to charge.
Guards. There are two guards at the tent’s Essendra turns to you: “The time has come friends, we must
entrance. They wear mismatched armor and bear strike now, while only a few guards remain. I have conserved
shortswords, clearly mercenaries. This is an illusion. some of my spells and can help you in the final assault. If
In reality, the guards are Thayan illusionists under some of you wish to try and sneak past the guards, I can
the effect of the disguise self spell. make three of you invisible. If we are going to strike openly, I
can cast haste on our best striker. The choice is yours.”
Additional Background (DM Only)
One of the Thayans most devious experiments with Essendra’s offer of spells is genuine.
far realm technology has allowed for undetectable Invisibility. If the characters choose invisibility she
deep-seeded memory-control. This has allowed the also offers to cast a distraction spell into the distance
Thayans to place deep cover agents into the heart of
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PO-BK-1-03 Red Masks Ver 1.1 20
as they approach, so as to further distract the Essendra Ashar adjustments (all difficulties): Essendra has
guards. haste prepared instead of lightning bolt. Essendra has a
Haste. If the characters choose haste and they Barrier Tattoo, giving her an AC of 17.
intend to charge, she offers to cast a fireball on the
guards as they approach. When Essendra and her commandos are dead, upon
No Thanks. If the characters are particularly examination the characters find a Thayan battle
suspicious and refuse the buffs, Essendra argues that tattoo that had been concealed by Essendra’s
the most effective fighters should have them, but clothing. A successful DC 10 Intelligence (Arcana or
ultimately casts them on herself and her troops if the History) check confirms that this tattoo is often
party is not convinced. applied by Thayan wizards before battle to provide
some kind of benefit - in this case defense.
With the buffs cast, Essendra lets the characters In Essendra’s pack, the characters find the
begin their movement forward. If they have chosen instructions for applying a barrier tattoo (rare) like
the invisibility route, she waits until they are within the one on her body. The instructions alone are not
visual range of the guards, whereas with haste enough to apply it, as special ink and a needle are
distance does not matter; she then nods to any also needed. This is the permanent magic item for
remaining characts and begins casting her this adventure, however, it is not obtained until the
“distraction” spell. As she does, she drops characters also find the needle later on.
concentration on her buff spell – either exposing the
characters to the guards or leaving the character
Treasure
under effects of haste unable to act – and finished If it has not been given out earlier, the characters
casting chain lightning targeting the characters. also find a spell scroll of dispel magic in Essendra’s
pack.
“You should know,” she says “that the great nation of Thay
can never be defeated. We have eyes everywhere, even
Sending Stone
among those you see as allies,” with this her own eyes glow The characters also find the single sending stone
with a red spark and she says “Kill them all,” to her troops, who that Essendra had been using to coordinate with the
turn to attack the characters. Captain Mathis. The stone glows indicating that
there is a message. The message from Captain
Mathis is “Essendra, the red wizards are not at the
Adjusting the Scene tent! They are coordinating the attack from a raised
The betrayal encounter is intended to be deadly. Given that
position to the east of the tent! Hurry, we cannot hold
Essendra and her troops themselves do not know their true
purpose until they turn on the party, there should be
the offensive much longer!”
absolutely no foreshadowing of the betrayal. Upon looking into the distance, the characters spot
Initiative: Essendra Ashar always goes first in initiative, a raised berm that has been constructed mid-camp,
with the chain lightning counting as her first turn action. with a large, but rough field tend atop it, and a sort
Essendra’s commandos have advantage on their initiative of balcony looking out over the battlefield. Figures in
rolls and it is recommended that they not all go on the same red can occasionally be stepping out on the balcony
initiative count. to issue commands or launch a spell into the
The encounter consists of Essendra Ashar (Evoker), 4 distance.
commandos (spies) and 2 Thayan guards (illusionists) Whether or not they choose to respond to the
Very Weak: remove 1 spy, replace illusionists with Thayan sending stone, it should be clear to the characters at
apprentices, Essendra Ashar does not have a 6th level spell this point that their mission is more pressing than
slot, she begins by casting cone of cold or fireball instead of ever and that the defense will fail if they do not act.
chain lightning.
Weak: replace illusionists with Thayan apprentices
Essendra Ashar does not have a 6th level spell slot, she begins
F. Unmasked
by casting cone of cold or fireball instead of chain lightning. The characters make their way through the Thayan
Strong: Essendra Ashar has maximum hitpoints, replace 2 camp with relative ease and find themselves behind
spies with master thieves, on the illusionist spell list, replace a tent, some 60 feet away from the raised berm from
major image with fireball and phantom steed with which the red wizards are coordinating the assault.
counterspell. On the berm are Halaedra Kren (abjurer), two
Very Strong: Essendra Ashar has maximum hitpoints,
other robed figures, as well as a number of
replace 4 spies with master thieves, on the illusionist spell
mercenaries tasked with taking instructions to the
list, replace major image with fireball and phantom steed
with counterspell. battle happening beyond.

Area Information
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PO-BK-1-03 Red Masks Ver 1.1 21
The area has the following features. Halaedra’s Contingency. Halaedra has a special
Dimensions & Terrain. Refer to Map 6 for this contingency that triggers the first time she is reduced below
area. (Map note: while the tent is shown as open on 20 hitpoints. This prevents her from being killed outright, by
the map, this is done for the purposes of the reducing her to 1 hitpoint instead. See the Hero of Thay
battlemap only, as the tent does have a roof.) section below.
The raised berm features a large, closed tent. the
back entrance of the tent rests even with higher The goal of the combat for the characters is to defeat
ground, while the front of the tent rises 20 feet over the Red Wizards – that is Halaedra and any other
the battlefield below. There is a short wooden Thayan spellcasters. Non-spellcasters surrender
balcony on the front side. once these are down. If Halaedra is downed first, the
War Camp. This area is in the middle of a war other red wizards can be persuaded to surrender
camp in mid-battle. There are lots of Thayan soldiers with a successful DC 15 Charisma check once they’re
around, though most are distracted or busy with the below 20 percent hp on average. If a Thayan sentry
front. While the characters can get to their initial hybrid (the lonely) is present, it continues fighting until
position 60 ft away without incident, there is no dead.
chance of crossing the distance to the Thayan camp
Hero of Thay
unnoticed.
Halaedra Kren has been led to believe that she is
Lighting. There is plenty of light from torches and
Szass Tam’s chosen and that he is ready to save her
fires in this area of the map, creating at minimum
in case of failure. When her contingency triggers,
dim light, and occasionally bright.
read or paraphrase the following:

Adjusting the Scene As the Red Wizard is struck, the damage is magically absorbed
The challenge in the berm encounter is intended to be in as a malicious smile spreads across her face. “Did you truly
defeating Halaedra and the Red Wizards quickly, before the think you could defeat me so easily?!” she says. “A legion of
party is overwhelmed with reinforcements. The party should Thayans stands ready to reinforce me even now! Behold!”
be aware that many of the troops are mercenaries and would She gestures to a few feet away, where a large shimmering
abandon the cause if the red wizard leaders are defeated. arcane gate has appeared. There is a momentary pause before
The red wizard leadership atop the berm consists of a small, unarmed gnome skeleton walks out of the portal and
Halaedra Kren (abjurer), two other red wizards (Illusionists), begins to speak:
and two Thayan warriors. “Greetings Halaedra Kren. Zulkir Tam regrets to inform you
Additionally, two more mercenaries (thugs) join combat at that no reinforcements are forthcoming. Master Tam wishes
the start of every round of combat starting with the 2nd as for you to know that regardless of the final outcome here, you
long as Halaedra is not dead, or unconscious and threatened should consider your mission a grand success, as it has
with death. provided a valuable diversion from his more important plans
Very Weak: Halaedra has no 5th or higher level spells elsewhere. Congratulations on being a true hero of Thay!”
remaining, replace the illusionists with Thayan apprentices, With that, the skeleton crumbles to dust and the arcane
replace thugs with bandits. gate closes.
Weak: Halaedra has no 6th or higher level spells remaining
replace the illusionists with Thayan apprentices. After the contingency triggers and the skeleton acts,
Strong: Halaedra has maximum hitpoints, replace combat continues, and Halaedra Kren may now be
illusionists with enchanters. taken alive either by being knocked out or convinced
Very Strong: Halaedra has maximum hitpoints and begins to surrender with a successful DC 17 Charisma
with globe of invulnerability and crown of stars already cast, check.
replace illusionists with evokers, add a Thayan sentry hybrid
(the lonely). Redmask
If the characters recruited Redmask and did not kill
Halaedra Kren adjustments: On her spell list, replace teleport all the red wizards, she appears just the party is
with crown of stars. Essendra has a Barrier Tatttoo, giving her completing combat and begins systematically
an AC of 17.
executing the remaining Red Wizards. She does not
Tactics. Both the wizards and the mercenaries prioritize
stop until all of them are dead. The characters may
protecting Halaedra, including removing any negative magical
attempt to stop her. If they do, use the following
effects or conditions. The Thayan warriors and (if present)
the sentry hybrid start outside, guarding the tent entrance. It adjustments:
should be clear to the characters that unless they press
forward and down the red wizards quickly, they’ll get
overwhelmed.

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PO-BK-1-03 Red Masks Ver 1.1 22
will have a detrimental effect on transporting
Adjusting the Scene supplies from Derlusk across land.
Redmask uses the statistics of a githyanki gish with the
following adjustments:
B-Team’s Fate. Regardless of the B-team’s
success, they are in the wind. Those who survived
 Redmask is human, but no racial adjustments are required. picked up their pay and took off. Those who
 Redmask speaks Common, Rashemi, and Thayian. sacrificed themselves are spoken off valiantly. Those
 The additional damage dealt by Redmask’s longsword is who betrayed the team are not mentioned. In any
force rather than psychic. case, they are gone. Perhaps one day, if you have a
By this point in the combat, Redmask is at 60 hitpoints, has problem, and no one else can help, and if you can
no spellcasting spell slots left, and has only 2 uses of her find them, maybe you can hire them once again.
3/day spells.
Tactics: Redmask knows that the characters are not her Battle Victory Conditions
enemy. Her only goal is to kill Red Wizards, and once she is DM Tip: make sure you’ve determined the B-team’s outcome by
done, she stands down (if allowed) or attempts to escape. this point in the adventure, to be able to provide a proper
Desperate Intervention: When Redmask hits a Red Wizard narrative summary of the battle.
during her first turn (only!) in combat, any character within
15 feet of Redmask can use their reaction to attempt to leap In addition to the defeat of the Red Wizards by the party, the
forward and take the damage intended for the Red Wizard. adventure has 3 additional success conditions:
The attempt requires a successful DC15 Dexterity
 B-Team Mission. The B-Team’s mission is considered a
(Acrobatics) check to be effective. Characters know that the
success if the team’s total power is 30 or higher after the
maneuver will not work a on subsequent turns.
calculations detailed in Appendix 2. Alternatively, if the
characters had recruited Redmask, the mission succeeds
Once Redmask and the wizards have been dealt automatically.
with, the Thayan army surrenders and a Derluskan  Troop Morale. The characters interactions in section 2-1
victory horn sounds. represent their total ability to raise the morale of the
troops. This is considered a success if the players had
Treasure succeeded on at least 3 of the 5 interactions.
Regardless of her being alive or dead, the characters  Halaedra Kren Captured. This is considered a success if the
recover rare inks and tattooing needle from the body characters capture and keep Halaedra Kren alive.
of Halaedra Kren. These are the remaining
components required for the barrier tattoo (rare) The number and specifics of the successes determine the de-
magic item. Note that resurrecting Kren is a fool’s brief the party receives in this section.
errand as she is not willing to return.

Conclusion – the Feint


Captain Sellinda Tovir – the field marshal – rides
up to the berm with a contingent of bloody
Derluskans. She thanks the characters for their
heroic part – their actions turned the tide. She is
distraught to learn that this entire exercise - all these
lives lost - were just a feint to distract from Thay’s
true plans - whatever those may be. She also
provides the party with the other results of the
battle.
Success (2/3 or 3/3). If the party succeeded on at
least any 2 of the 3 victory conditions, Sellindra
reports that thanks to those successes, the battle
turned in favor of the Derluskans and they were able
to hold their own with minimal casualties. If the
party succeeded on all 3 conditions, she also
mentions that there was a surplus of supplies and
provides the characters with 2 potions of heroism.
Lost Bridge (0/3 or 1/3). If the party succeeded
on less than 2 victory conditions, Sellindra reports
that the victory came at a great cost, both in people
and in destruction of the bridge across the river. The
rebuilding of the bridge will take great effort and
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PO-BK-1-03 Red Masks Ver 1.1 23
Fate of the B-Team. Treasure
If the party had made particular personal connections with the B- Regardless of her being alive or dead, the characters
team, elaborate on their fate as follows, taking into account recover rare inks and tattooing needle from the body
deaths (martyr) or betrayals (traitor): of Halaedra Kren. These are the remaining
 Astuvio either died heroically single-handedly taking down components required for the barrier tattoo (rare)
no less than 8 Thayan soldiers with nothing but a rapier or magic item. Note that resurrecting Kren is a fool’s
returned to Derlusk only to sail off on a boat full of errand as her soul is not willing to return.
adventurers. If the party scored full (3/3) they gain 2 potions of
 Brunt Hammertown either died saving the other members heroism.
of the B-team or returned to Derlusk to re-enlist in the
watch with newfound purpose. Story Connections
 Handsome Saul fought well and disappeared shortly after The party should note the following story points that
collecting his pay. He was last seen in the company of a may have effect on future adventures:
jovial bugbear whose life he had apparently saved in the
battle.  Heroes of Derlusk. If the characters succeeded on
 Vim Gorestar got his revenge and returned to Splondar a 2 or 3 victory conditions, the supply lines through
battle-hardened hero and found no shortage of willing Derlusk remain open and many of its defenders
apprentices to rebuild his brewery. To honor the fallen, he remain alive.
plans to present next season's ale as “Heroes Blood”.  Lost Bridge. If the characters succeeded on 0 or 1
 Shautha returned to Derlusk where she was met as a hero victory conditions, they should note that the
and hired on as a bodyguard by one of the remaining bridge was lost, along with many lives. Derlusk
members of the Coinseat Council. will be of little help in the war.
 Razor Boam collected his pay, but also delivered an  Traitor. The characters should make this note if
invaluable report on Thayan capabilities to the Derluskan they captured Halaedra Kren. Her intel about the
Captain. Coinciding with his departure, a pair of newlywed Thayans may prove useful in the future.
volunteers tended their resignations and were seen riding
away in the bard’s company.
 Talabaste collected her permission letters and was
overheard asking about a pale-skinned mage named Silver
before disappearing deeper into the Border Kingdoms.
 Tobirnax either betrayed the team during battle and was
never seen again or completed the mission and negotiated
taking his pay in Thayan corpses rather than gold, for what
purpose he did not say.

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PO-BK-1-03 Red Masks Ver 1.1 24
Adventure Rewards
At the end of the session, the characters receive Dungeon Master Rewards
rewards based upon their accomplishments.
For running this adventure, one of your character
Character Rewards gains a level. That character receives gold based on
their tier prior to advancement:
The characters earn the following rewards:
Tier GP Earned
Advancement 1 80 gp
Upon successfully completing this adventure, each 2 240 gp
character gains a level. At their discretion, they may 3 1,600 gp
4 6,000 gp
choose to decline advancement. Remind your
players that the amount of gold that their characters
You may also complete DM Quests for running this
can earn per level is limited; declining advancement
adventure. See the Adventurers League Dungeon
means that they may reach a point where they earn
Master’s Guide for more information.
no gold.

Gold
Award each character gold for each hour of the
session. Adventures typically features cues for this,
but you can add it where you see fit. The maximum
gold that you can award a character per hour is
determined by their tier, as follows:
Tier Hourly GP Award GP Limit per Level
1 20 gp 80 gp
2 30 gp 240 gp
3 200 gp 1,600 gp
4 750 gp 6,000 gp

Magic Item(s)
If found during the adventure, the characters can
keep the following magic items; these items are
described in Appendix 9:
 barrier tattoo
 potion of heroism
 spells scroll (3rd level ) – dispel magic

Story Award(s)
The characters may earn one or two of the following
story award(s) described in Appendix 9:
 Heroes of Derlusk
 Lost Bridge
 Traitor

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PO-BK-1-03 Red Masks Ver 1.1 25
Dramatis Personae
The following NPCs feature prominently in this Calculated Risk Taker. Benton is a ruthless
adventure. businessman and gambler. He is currently hatching
at least five plans to steal back his child from Infinite
Lead Councillor Inscriptions, the store owned by Proteus.
Based on events of the previous adventure in the
series, one of the following three Coinseat council
Other Notable Characters
members acts as the lead councillor in this Essendra Ashar (ess-SEND-druh ASH-
adventure. All 3 are provided for reference, but only
one appears in the adventure. arr)
LG human
Tolliver Trent (TOLL-Liv-ver) Essendra is one of the three captains in the Derlusk
Lawful good human shipwright Watch. She is a seasoned veteran and has recently
What They Want. To save Derluskan lives: “Our seen first-hand gorilla-style action fighting the
force is small and our situation is dire. Yet to do Thayans at sploder. She is largely responsible for
nothing will me the death or enslavement of tens of getting a number of refugees to safety and for
thousands. Our brave soldiers and volunteers stand sending adventurers to successfully gather
ready to do what must be done to save innocent intelligence about the Thayan army. Essendra is
lives.” skilled in both martial and magical arts, and often
Precise and Meticulous. Tolliver Trent is a very uses beneficial magic to assist her unit.
precise businessman. He is wearing the same type of What They Want: Essendra is part of the three
worn clothes as the other dock workers but while captains leading Derlusk’s defense and has been
theirs may have tears in places from everyday work, tasked with leading the critical covert mission.
his have been meticulously mended with a gray I, Spy. The long-time officer has become so by not
thread. His clothes also appear to have been pressed. taking too many risks. She knows that the Derlusk
Watch is no match for this strange army and uses
Sycamore Fontanel (SICK-A-More FONT- anything she gets from the heroes to give allies the
A-Nell) upper hand.
Lawful good wood elf editor Something Hidden. Additional information on
Sycamore is an elf of simple wants and needs. They Essendra Ashar is revealed in Part 3 of the
always dress like they’ve been up all night drinking adventure. This information is not possible to learn
coffee. earlier by any means and has no bearing on her
What They Want. To save Derluskan lives: “Our earlier actions.
force is small and our situation is dire. Yet to do Redmask
nothing will me the death or enslavement of tens of
CN human (Rashemi)
thousands. Our brave soldiers and volunteers stand
Redmask is not the mysterious Rashemi witch’s true
ready to do what must be done to save innocent
name, which she no longer uses. Having lost
lives.”
everything dear to her to Thayan incursions in her
Always Energetic. Sycamore talks and moves with
homeland, Redmask has become a merciless hunter
the shaky quickness that only an excess of caffeine
of Thayans. She has been cast out by the Wychlaren,
can bring.
becoming a Durthan – an outcast. Now she travels
Benton Kristobel II (BEN-Tun KRISS- the world alone, with but a singular purpose to kill
Red Wizards and those who serve them.
Toe-Bell) What They Want. Redmask’s only cares about one
Lawful neutral human card shark thing – avenging those she’s lost by taking Thayan
Benton grew up in Derlusk and has never thought to lives.
live anywhere else. He is always dressed to Cold and Efficient. Driven by rage, Redmask uses
perfection in the finest pinstriped suits. her training in the ways of sword and spell to
What They Want. To save Derluskan lives: “Our ruthlessly exact her vengeance. She answers to no
force is small and our situation is dire. Yet to do one and seemingly cares for no one.
nothing will me the death or enslavement of tens of
thousands. Our brave soldiers and volunteers stand
ready to do what must be done to save innocent
lives.”

Not for resale. Permission granted to print or photocopy this document for personal use only.
PO-BK-1-03 Red Masks Ver 1.1 26
Captain Dervos Mathis (DUR-Vose MA- The B-Team
thiss) Detailed dossiers necessary to present the B-Team
LG half-elf are presented in a dedicated section in Appendix 2.
One of the three captains of the Derlusk guard,
Dervos is the oldest and only one to have seen mass
combat.
What They Want. To hold off the Thayan army
long enough to allow Derluskan civilians to escape,
and to keep his defenders alive if he can.
Seen It All. Dervos has been through dozens of
battles, though never with such odds. He thought his
days of leading armies are behind him, but knows
his tactical knowledge is the best chance this rag-tag
army has.

Captain Selindra Tovir (Sell-LIN-dra


TOE-veer)
LG aasimar
One of the three captains of the Derlusk guard,
Selindra is the youngest and has been quickly rising
through the ranks with brilliant displays of martial
prowess and battlefield leadership. These are about
to be put to the test as she has volunteered to
personally lead the Derluskan forces in the field.
What They Want. Selindra is eager for a victory,
but equally concerned for her forces. Her bravery is
tempered by her true care for her people, making
her the perfect choice for the deadly task.
We Can and We Will. Selindra may be young, but
she has seen battle, and has earned the trust of her
troops. They will follow her to Hell, knowing that
she’ll do all she can to save them from it.

Halaedra Kren (Hail-LAY-dra KREN)


LE human
The tharchion of Gauros is a 2nd-generation
politician and a Red Wizard. She is a natural
strategist and studied abjurer. The opulence of
governance funds her fascination with
amalgamation and Far Realm knowledge & objects.
She accentuates her beauty through her facial
aberrant graft.
What They Want. Halaedra Kren demonstrates to
her master that she is her ancestor’s superior. She
delights in showcasing her army’s might. Kren
hopes to someday lead Szass Tam’s armies and
ascend to rank of zulkir.
Conned-fidence. Blinded by arrogance and
ambition, the tharchion believes that her ingenuity
and strategies are unmatched. Kren often dismisses
concerns until the consequences of ignoring them
become more dire.

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PO-BK-1-03 Red Masks Ver 1.1 27
Creature Statistics
Archer Enchanter
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 16 (Studded Leather) Armor Class 12 (15 With Mage Armor)
Hit Points 75 (10d8 + 30) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 16 (+3) 11 (+0) 13 (+1) 10 (+0) 9 (-1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Skills Acrobatics +6, Perception +5 Saving Throws INT +6, WIS +4
Senses Passive Perception 15 Skills Arcana +6, History +6
Languages any one language (usually Common) Senses Passive Perception 11
Challenge 3 (700 XP) Languages any four languages
Archer’s Eye (3/Day). As a bonus action, the archer can Challenge 5 (1,800 XP)
add 1d10 to its next attack or damage roll with a Spellcasting. The enchanter is a 9th-level spellcaster.
longbow or shortbow. Its spellcasting ability is Intelligence (spell save DC 14,
Actions +6 to hit with spell attacks). The enchanter has the
following wizard spells prepared:
Multiattack. The archer makes two attacks with its
longbow. Cantrips (at will): friends, mage hand, mending,
Shortsword. Melee Weapon Attack: +6 to hit, reach 5 message
1st level (4 slots): charm person*, makge armor, magic
ft., one target. Hit: 7 (1d6 + 4) piercing damage.
missile
Longbow. Ranged Weapon Attack: +6 to hit, range
150/600 ft., one target. Hit: 8 (1d8 + 4) piercing 2nd level (3 slots): hold person*, invisibility,
suggestion*
damage.
3rd level (3 slots): fireball, haste, tongues
4th level (3 slots): dominate beast*, stoneskin
Bandit 5th level (2 slots): hold monster*
Medium humanoid (any race), any non-lawful *Enchantment spell of 1st level or higher
alignment
Armor Class 12 (Leather Armor) Actions
Hit Points 11 (2d8 + 2) Quarterstaff. Melee Weapon Attack: +2 to hit, reach 5
Speed 30 ft. ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or
STR DEX CON INT WIS CHA 3 (1d8 - 1) bludgeoning damage if used with two
11 (+0) 12 (+1) 12 (+1) 10 (+0) 10 (+0) 10 (+0) hands.
Senses Passive Perception 10 Reactions
Languages any one language (usually Common) Instinctive Charm (Recharges after the Enchanter
Challenge 1/8 (25 XP) casts an enchantment spell of 1st level or higher). The
Actions enchanter tries to magically divert an attack made
Scimitar. Melee Weapon Attack: +3 to hit, reach 5 ft., against it, provided that the attacker is within 30 feet
one target. Hit: 4 (1d6 + 1) piercing damage. of it and visible to it. The enchanter must decide to do
Light Crossbow. Ranged Weapon Attack: +3 to hit, so before the attack hits or misses.
range 80/320 ft., one target. Hit: 5 (1d8 + 1) piercing
damage. The attacker must make a DC 14 Wisdom saving throw.
On a failed save, the attacker targets the creature
closest to it, other than the enchanter or itself. If
multiple creatures are closest, the attacker chooses
which one to target.- 1) bludgeoning damage if used
with two hands.

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PO-BK-1-03 Red Masks Ver 1.1 28
Evoker Abjurer (Halaedra Kren)
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 (15 With Mage Armor) Armor Class 12 (15 With Mage Armor)
Hit Points 66 (12d8 + 12) Hit Points 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 12 (+1) 17 (+3) 12 (+1) 11 (+0) 9 (-1) 14 (+2) 14 (+2) 18 (+4) 12 (+1) 11 (+0)
Saving Throws INT +7, WIS +5 Saving Throws INT +8, WIS +8
Skills Arcana +7, History +7 Skills Arcana +8, History +8
Senses Passive Perception 11 Senses Passive Perception 11
Languages any four languages Languages any four languages
Challenge 9 (5,000 XP) Challenge 9 (5,000 XP)
Spellcasting. The evoker is a 12th-level spellcaster. Its Spellcasting. The abjurer is a 13th-level spellcaster. Its
spellcasting ability is Intelligence (spell save DC 15, +7 spellcasting ability is Intelligence (spell save DC 16, +8
to hit with spell attacks). The evoker has the following to hit with spell attacks). The abjurer has the following
wizard spells prepared: wizard spells prepared:
Cantrips (at will): firebolt*, light*, prestidigitation, ray Cantrips (at will): blade ward, dancing lights, mending,
of frost* message, ray of frost
1st level (4 slots): burning hands*, mage armor, magic 1st level (4 slots): alarm*, mage armor*, magic missile,
missile* shield*
2nd level (3 slots): mirror image, misty step, shatter* 2nd level (3 slots): arcane lock*, invisibility
3rd level (3 slots): counterspell, fireball*, lighting bolt* 3rd level (3 slots): counterspell*, dispel magic*, fireball
4th level (3 slots): ice storm*, stoneskin 4th level (3 slots): banishment*, stoneskin*
5th level (2 slots): Bigby’s Hand*, cone of cold* 5th level (2 slots): cone of col, wall of force
6th level (1 slot): chain lighting*, wall of ice* 6th level (1 slot): flesh to stone, globe of
*Evocation spell of 1st level or higher invulnerability*
7th level (1 slot): symbol*, teleport
Sculpt Spells. When the evoker casts an evocation spell *Abjuration spell of 1st level or higher
that forces other creatures it can see to make a saving
throw, it can choose a number of them equal to 1 + Arcane Ward. The abjurer has a magical ward that has
the spell’s level. These creatures automatically 30 hit points. Whenever the abjurer takes damage, the
succeed on their saving throws against the spell. If a ward takes the damage instead. If the ward is reduced
successful save means a chosen creature would take to 0 hit points, the abjurer takes any remaining
half damage from the spell, it instead takes no damage damage. When the abjurer casts an abjuration spell of
from it. 1st level or higher, the ward regains a number of hit
Actions points equal to twice the level of the spell.
Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5 Actions
ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or Quarterstaff. Melee Weapon Attack: +3 to hit, reach 5
3 (1d8 - 1) bludgeoning damage if used with two ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or
hands. 3 (1d8 - 1) bludgeoning damage if used with two
hands.

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PO-BK-1-03 Red Masks Ver 1.1 29
Illusionist Master Thief
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment
Armor Class 12 (15 With Mage Armor) Armor Class 16 (studded leather)
Hit Points 38 (7d8 + 7) Hit Points 84 (13d8 + 26)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
9 (-1) 14 (+2) 13 (+1) 16 (+3) 12 (+1) 12 (+1) 11 (+0) 18 (+4) 14 (+2) 11 (+0) 10 (+0) 12 (+1)
Saving Throws INT +5, WIS +5 Saving Throws DEX +7, INT +3
Skills Arcana +5, History +5 Skills Acrobatics +7, Athletics + 3, Perception +3,
Senses Passive Perception 1- Sleight of Hand +7, Stealth +7
Languages any four languages Senses Passive Perception 13
Challenge 3 (700 XP) Languages Thieves’ Cant plus any one language
Spellcasting. The illisionist is a 7th-level spellcaster. Its (usually Common)
spellcasting ability is Intelligence (spell save DC 13, +5 Challenge 5 (1,800 XP)
to hit with spell attacks). The abjurer has the following Cunning Action. On each of its turns, the thief can use
wizard spells prepared: a bonus action to take the Dash, Disengage, or Hide
Cantrips (at will): dancing lights, mage hand, minor action.
illusion, poison spray Evasion. If the thief is subjected to an effect that allows
1st level (4 slots): color spray*, disguise self*, mage it to make a Dexterity saving throw to take only half
armor, magic missile damage, the thief instead takes no damage if it
2nd level (3 slots): invisiblity*, mirror image*, succeeds on the saving throw, and only half damage if
phantasmal force* it fails.
3rd level (3 slots): major image*, pohanton steed* Sneak Attack (1/Turn). The thief deals an extra 14
4th level (1 slot): phantasmal killer* (4d6) damage when it hits a target with a weapon
*Illusion spell of 1st level or higher attack and has advantage on the attack roll, or when
the target is within 5 feet of an ally of the thief that
Displacement (Recharges after the Illusionist casts an isn’t incapacitated and the thief doesn’t have
Illusion spell of 1st level or higher). As a bonus action, disadvantage on the attack roll.
the illusionist projects an illusion that makes the Actions
illusionist appear to be standing in a place a few inches
Multiattack. The thief makes three attacks with its
from its actual location, causing any creature to have
shortsword.
disadvantage on attack rolls against the illusionist. The Shortsword. Melee Weapon Attack: +7 to hit, reach 5
effect ends if the illusionist takes damage, it is ft., one target. Hit: 7 (1d6 + 4) piercing gdamage.
incapacitated, or its speed becomes 0.
Light Crossbow. Ranged Weapon Attack: +7to hit,
Actions reach 80/320 ft., one target. Hit: 8 (1d8 + 4) piercing
Quarterstaff. Melee Weapon Attack: +1 to hit, reach 5 damage.
ft., one target. Hit: 2 (1d6 - 1) bludgeoning damage, or Reactions
3 (1d8 - 1) bludgeoning damage if used with two Uncanny Dodge. The thief halves the damage that it
hands. takes from an attack that hits it. The thief must be able
to see the attacker.

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PO-BK-1-03 Red Masks Ver 1.1 30
Redmask (Githyanki Gish ) Red Stalker (Slithering Tracker)
Medium humanoid (gith), lawful evil Medium ooze, chaotic evil
Armor Class 17 (Half Plate) Armor Class 14
Hit Points 123 (19d8 + 38) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft., climb 30 ft., swim 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 14 (+2) 16 (+3) 15 (+2) 16 (+3) 16 (+3) 19 (+4) 15 (+2) 10 (+0) 14 (+2) 11 (+0)
Saving Throws CON +6, INT +7, WIS +6 Skills Stealth +8
Skills Insight +6, Perception +6, Stealth +6 Damage Vulnerabilities Cold, Fire
Senses Passive Perception 16 Condition Immunities Blinded, Defeaned, Exhaustion,
Languages Gith Grappled, Paralyzed, Petrified, Prone, Restrained,
Challenge 10 (5,900 XP) Unconscious
Innate Spellcasting (Psionics). The githyanki’s innate Senses Blindsight 120 ft., passive Perception 12
spellcasting ability is Intelligence (spell save DC 15, +7 Languages understands languages it knew in its
to hit with spell attacks). It can innately cast the previous form but can’t speak
following spells, requiring no components: Challenge 3 (700 XP)
At will: mage hand (the hand is invisible) Ambusher. In the first round of a combat, the slithering
3/day each: jump, misty step, nondetection (self only) tracker has advantage on attack rolls against any
1/day each: plane shift, telekensis creature it surprised.
Spellcasting. The githyanki is an 8th-level spellcaster. Damage Transfer. While grappling a creature, the
Its spellcasting ability is Intelligence (spell save DC 15, slithering tracker takes only half the damage dealt to
+7 to hit with spell attacks). The githyanki has the it, and the creature it is grappling takes the other half.
following wizard spells prepared: False Appearance. While the slithering tracker remains
Cantrips (at will): blade ward, light, message, true motionless, it is indistinguishable from a puddle,
strike unless an observer succeeds on a DC 18 Intelligence
1st level (4 slots): expeditious retreat, magic missile, (Investigation) check.
sleep, thunderwave Keen Tracker. The slithering tracker has advantage on
2nd level (3 slots): blue, invisibility, levitate Wisdom checks to track prey.
3rd level (3 slots): counterspell, fireball, haste Liquid Form. The slithering tracker can enter an
4th level (2 slots): dimension door enemy’s space and stop there. It can also move
through a space as narrow as 1 inch wide without
War Magic. When the githyanki uses its action to cast squeezing.]
a spell, it can make one weapon attack as a bonus Spider Climb. The slithering tracker can climb difficult
action. surfaces, including upside down on ceilings, without
Actions needing to make an ability check.
Multiattack. The githyanki makes two longsword Watery Stealth. While underwater, the slithering
tracker has advantage on Dexterity (Stealth) checks
attacks.
made to hide, and it can take the Hide action as a
Longsword. Melee Weapon Attack: +7 to hit, reach 5
bonus action.
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if used with two hands, Actions
plus 18 (4d8) psychic damage. Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one
target. Hit: 8 (1d10 + 3) bludgeoning damage.
Life Leech. One Large or smaller creature that the
slithering tracker can see within 5 feet of it must
succeed on a DC 13 Dexterity saving throw or be
grappled (escape DC 13). Until this grapple ends, the
target is restrained and unable to breathe unless it can
breathe water. In addition, the grappled target takes
16 (3d10) necrotic damage at the start of each of its
turns. The slithering tracker can grapple only one
target at a time.

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PO-BK-1-03 Red Masks Ver 1.1 31
Spy Rapier. Melee Weapon Attack: +6 to hit, reach 5 ft.,
Medium humanoid (any race), any alignment one target. Hit: 8 (1d8 + 4) piercing damage.
Armor Class 12
Hit Points 27 (6d8) Thayan Apprentice
Speed 30 ft. Medium humanoid (any race), any non-good alignment
STR DEX CON INT WIS CHA Armor Class 12 (15 With Mage Armor)
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3) Hit Points 27 (5d8 + 5)
Skills Deception +5, Insight +4, Investigation +5, Speed 30 ft.
Perception +6, Persuasion +5, Sleight of Hand +4, STR DEX CON INT WIS CHA
Stealth +4 10 (+0) 14 (+2) 12 (+1) 15 (+2) 13 (+1) 11 (+0)
Senses Passive Perception 16 Skills Arcana +4
Languages Any two languages Senses Passive Perception 11
Challenge 1 (200 XP) Languages Common, Thayan
Sneak Attack (1/Turn). The spy deals an extra 7 (2d6) Challenge 2 (450 XP)
damage when it hits a target with a weapon attack and Doomvault Devotion. Within the Doomvault, the
has advantage on the attack roll, or when the target is apprentice has advantage on saving throws against
within 5 feet of an ally of the thief that isn’t being charmed or frightened.
incapacitated and the spy doesn’t have disadvantage Spellcasting. The apprentice is a 4th-level spellcaster.
on the attack roll. Its spellcasting ability is Intelligence (spell save DC 12,
Actions +4 to hit with spell attacks). It has the following wizard
Multiattack. The spy makes three attacks with its spells prepared:
shortsword. Cantrips (at will): firebolt, mage hand, prestidigitation,
shocking grasp
Shortsword. Melee Weapon Attack: +4 to hit, reach 5
1st level (4 slots): burning hands, detect magic, mage
ft., one target. Hit: 5 (1d6 + 2) piercing damage.
Hand Crossbow. Ranged Weapon Attack: +4 to hit, armor, shield
reach 30/120 ft., one target. Hit: 5 (1d6 + 2) piercing 2nd level (3 slots): blur, scorching ray
damage. Actions
Dagger. Melee or Ranged Weapon Attack: +4 to hit,
Swashbuckler reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 +
Medium humanoid (any race), any alignment 2) piercing damage.
Armor Class 17 (leather armor)
Hit Points 66 (12d8 + 12)
Speed 30 ft.
STR DEX CON INT WIS CHA
12 (+1) 18 (+4) 12 (+1) 14 (+2) 11 (+0) 15 (+2)
Skills Acrobatics +8, Athletics +5, Persuasion +6
Senses passive Perception 10
Languages any one language (usually Common)
Challenge 3 (700 XP)
Lightfooted. The swashbuckler can take the Dash or
Disengage action as a bonus action on each of its
turns.
Suave Defense. While the swashbuckler is wearing light
or no armor and wielding no shield, its AC includes its
Charisma modifier.
Actions
Multiattack. The swashbuckler makes three attacks:
one with a dagger and two with its rapier.
Dagger. Melee or Ranged Weapon Attack: +6 to hit,
reach 5 ft. or range 20/60 ft., one target. Hit: 6 (1d4 +
4) piercing damage.

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PO-BK-1-03 Red Masks Ver 1.1 32
Thayan Scout Hybrid (Chuul) Thayan Sentry Hybrid (The Lonely)
Large aberration, chaotic evil Medium monstrosity, neutral evil
Armor Class 16 (Natural Armor) Armor Class 16 (natural armor)
Hit Points 93 (11d10 + 33) Hit Points 112 (15d8 +45)
Speed 30 ft., swim 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA
19 (+4) 10 (+0) 16 (+3) 5 (-3) 11 (+0) 5 (-3) STR DEX CON INT WIS CHA
Skills Perception +4 16 (+3) 12 (+1) 17 (+3) 6 (-2) 11 (+0) 6 (-2)
Damage Immunities Poison Damage Resistances Bludgeoning, Piercing, and
Condition Immunities Poisoned Slashing while in Dim Light or Darkness
Senses Darkvision 60ft., passive Perception 15 Senses Darkvision 60 ft., Passive Perception 10
Languages Understands Deep Speech but can’t speak Languages Common
Challenge 4 (1,100 XP) Challenge 9 (5,000 XP)
Amphibious. The chuul can breathe air and water.
Psychic Leech. At the start of each of the Lonely’s
Sense Magic. The chuul senses magic within 120 feet
turns, each creature within 5 feet of it must succeed
of it at will. This trait otherwise works like the detect
on a DC 15 Wisdom saving throw or take 10 (3d6)
magic spell but isn't itself magical.
psychic damage.
Actions Thrives on Company. The Lonely has advantage on
Multiattack. The chuul makes two pincer attacks. If the attack rolls while it is within 30 feet of at least two
chuul is grappling a creature, the chuul can also use its other creatures. It otherwise has disadvantage on
tentacles once. attack rolls.
Pincer. Melee Weapon Attack: +6 to hit, reach 10 ft., Actions
one target. Hit: 11 (2d6 + 4) bludgeoning damage. The
Multiattack. The Lonely makes one harpoon arm
target is grappled (escape DC 14) if it is a Large or
attack and uses Sorrowful Embrace.
smaller creature and the chuul doesn't have two other
Harpoon Arm. Melee Weapon Attack: +7 to hit, reach
creatures grappled.
60 ft., one target. Hit: 21 (4d8 + 3) piercing damage,
Tentacles. One creature grappled by the chuul must
and the target is grappled (escape DC 15) if it is a Large
succeed on a DC 13 Constitution saving throw or be
or smaller creature. The Lonely has two harpoon arms
poisoned for 1 minute. Until this poison ends, the
and can grapple up to two creatures at once.
target is paralyzed. The target can repeat the saving
Sorrowful Embrace. Each creature grappled by the
throw at the end of each of its turns, ending the effect
Lonely must make a DC 15 Wisdom saving throw. A
on itself on a success.
creature takes 18 (4d8) psychic damage on a failed
save, or half as much damage on a successful one. In
either case, the Lonely pulls each creature grappled by
it up to 30 feet straight toward it.

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PO-BK-1-03 Red Masks Ver 1.1 33
Thayan Warrior Thug
Medium humanoid (any race), any non-good alignment Medium humanoid (any race), any non-good alignment
Armor Class 16 (Chain Shirt, Shield) Armor Class 11 (leather armor)
Hit Points 52 (8d8 + 16) Hit Points 32 (5d8 + 10)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 11 (+0) 15 (+2) 11 (+0) 14 (+2) 10 (+0) 10 (+0) 11 (+0)
Senses passive Perception 12 Skills Intimidation +2
Languages Common, Thayan Senses passive Perception 10
Challenge 2 (450 XP) Languages any one language (usually Common)
Doomvault Devotion. Within the Doomvault, the Challenge 1/2 (100 XP)
apprentice has advantage on saving throws against Pack Tactics. The thug has advantage on an attack roll
being charmed or frightened. against a creature if at least one of the thug's allies is
Pack Tactics. The thug has advantage on an attack roll within 5 feet of the creature and the ally isn't
against a creature if at least one of the thug's allies is incapacitated.
within 5 feet of the creature and the ally isn't Actions
incapacitated.
Multiattack. The thug makes two melee attacks.
Actions Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one
Multiattack. The warrior makes two melee attacks. creature. Hit: 5 (1d6 + 2) bludgeoning damage.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Heavy Crossbow. Ranged Weapon Attack: +2 to hit,
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8 range 100/400 ft., one target. Hit: 5 (1d10) piercing
(1d10 + 3) slashing damage if used with two hands. damage.
Javelin. Melee or Ranged Weapon Attack: +5 to hit,
reach 5 ft. or range 30/120 ft., one target. Hit: 6 (1d6 +
3) piercing damage.

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PO-BK-1-03 Red Masks Ver 1.1 34
Appendix 1: B-Team: Essendra’s Notes

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PO-BK-1-03 Red Masks Ver 1.1 35
Appendix 2: B-Team: DM Reference & Scorecard
Using the character cards: the following cards are not intended to ever be shared with players. The top section “info
for players” is information that players are able to learn during their interaction with the NPC. They may not learn
all this information. The bottom section “DM-Only Info” has the NPC’s lowest possible negotiated price, as well as the
“secret” traits that are used to calculate the B-team’s effectiveness at the end of the adventure. See scorecard page
for those instructions.

Brunt Hammertown Vim Gorestar


Power 4 Power 3
Brunt is a former adventurer who The rugged middle-age crooner
had retired to Splondar, is mixture of brewmaster and
Info for continuing to serve in its Militia. Info for bard. He was the owner of The
Players The rest of his unit was wiped Players Sodden Seagull Brewery in
out during the evacuation and he Splondar. He wants revenge
Backstory decided to be done with the war. Backstory against thayans for destroying it.
Hint 1 Capable Leader Hint 1 Has wacky ideas
Hint 2 Ready to die Hint 2 Motivated
Standard Price 150 Standard Price 75

Lowest Price 100 Lowest Price 50


Leadership Trait Leader Leadership Trait Independent
DM-Only General Trait Motivated DM-Only General Trait Rash
Info Bane Rash Info Bane Fear
Boon Brave Boon Bravery
Special Martyr Special n/a

Shautha Tobirnax the Collector


Power 4 Power 6
Shautha is the former bodyguard Tobirnax is a black dragonborn
of a disgraced Coinseat councillor necromancer who occasionally
Info for revealed as a thayan spy during Info for moonlights as a mercenary and
Players Trust No One . She had no idea of Players adventurer. He cares less about
their allegiance and had the day money and more about procuring
Backstory off when they were revealed. Backstory bodies to use for his own ends.
Hint 1 Needs leadership Hint 1 Powerful spellcaster
Hint 2 Cares about her pay Hint 2 Seems unreliable
Standard Price 75 Standard Price 200

Lowest Price 50 Lowest Price 100


Leadership TraitFollower Leadership Trait Independent
DM-Only General Trait Mercenary DM-Only General Trait Unreliable
Info Bane Far Info Bane Traitor
Boon Bravery Boon Power
Special n/a Special n/a

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PO-BK-1-03 Red Masks Ver 1.1 36
Astuvio Handsome Saul
Power 5 Power 4
Astuvio is the bereft husband of Handsome Saul is a an
the recently-killed brekblades experiened smuggler. He's no
Info for champion Maxin Torvin. Astuvio Info for stranger to combat, but prefers
Players is a former breakblades Players to gamble and transport things.
champion himself, and his grief He's lost his ship, however, and
Backstory has him itching for a fight. Backstory is out of options.
Hint 1 Needs leadership Hint 1 Needs leadership
Hint 2 Wild Carrd Hint 2 Cares about the money
Standard Price Not available Standard Price no available

Lowest Price 75g (only after a duel) Lowest Price 50g (only after card game/chat)
Leadership TraitFollower Leadership Trait Follower
DM-Only General Trait Unreliable DM-Only General Trait Mercenary
Info Bane Rash Info Bane Selfish
Boon Power Boon Bravery
Special Martyr Special n/a

Razor Boam Talabaste


Power 6 Power 6
Talabaste is a drow arcanist on
Razor is famed bard and member her own unrelated mission. The
Info for of the Harpers. He is mainly here Info for sudden war is making it more
Players to help ferry away refugees, but Players difficult for her to learn what she
may be interested in helped needs, and she's willing to
Backstory other harpers. Backstory exchange services.
Hint 1 Capable Leader Hint 1 Capable Leader
Hint 2 Highly Motivated Hint 2 Powerful
Standard Price Not Available Standard Price not available

Lowest Price 100g (only works with Harpers) Lowest Price 75g (only with council letter)
Leadership TraitLeader Leadership Trait Leader
DM-Only General Trait Motivated DM-Only General Trait Motivated
Info Bane Rash Info Bane Selfish
Boon Brave Boon Power
Special n/a Special n/a

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PO-BK-1-03 Red Masks Ver 1.1 37
B-Team Scorecard
Note: If the characters recruit Redmask, the B-Team automatically succeeds and filling out the scorecard is unnecessary. Additionally, based on player
roleplaying and choices during interviewing and recruitment, DM’s are welcome to use their own discretion to decide the B-Team’s outcome without
using the scorecard.
Leadership Traits
Leader If total leadership 1, all units get +1 power. If leadership is not 1, this unit gets -1 power
Independent If total leadership 0 or 1, activate boon, If leadership 2 or higher, activate bane
Follower If total leadership 1, activate boon, if leadership 0 or 2+, activate bane

General Traits
Motivated Activate Boon
Mercenary +1 power if paid above minimum
Unreliable If total power below 25 without, activate bane

Banes, Boons, and Specials


Traitor Leaves mid-mission, does not contribute power to total.
Fear Power -2
Rash/Selfish Power -1
Bravery Power +1
Power Power +2
Martyr If total power without this ability is below 30, adds double his power, does not return from mission.

B-Team Scorecard
B-Team Member Name: 1.____________ 2.____________ 3.____________ 4.____________ 5.____________ Total
Fee Paid:
Base Power: (B) _________ < - This is the total base power
Has "Leader" trait: Yes / No Yes / No Yes / No Yes / No Yes / No (C) _________ <- This is the Group's "Leadership Rating"
Group Leadership Bonus +1 / 0 +1 / 0 +1 / 0 +1 / 0 +1 / 0 (D) _________ <- Total up only numbers
Leadership Trait Result bane / boon / -1 bane / boon / -1 bane / boon / -1 bane / boon / -1 bane / boon / -1 (E) _________ <- Total up only numbers
Total Power at this point Total up B, C, D and E (numbers only)
General Trait Result bane / boon / +1 bane / boon / +1 bane / boon / +1 bane / boon / +1 bane / boon / +1 (F) _________ <- Total up only numbers
Boons: Brave +1, Power +2. +1 / + 2 +1 / + 2 +1 / + 2 +1 / + 2 +1 / + 2 (G) _________ <- Total up only numbers
Banes: Rash -1, Selfish - 1, Fear -2. - 1 / -2 / traitor - 1 / -2 / traitor - 1 / -2 / traitor - 1 / -2 / traitor - 1 / -2 / traitor (H) _________ <- Total up only numbers
If Traitor, subtract all power - ___ - ___ - ___ - ___ - ___ (I) _________ <- Total up only numbers
<- If over 30, success. If under 30,
Total Power before Martyrs martyrs die, add their base power again.

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PO-BK-1-03 Red Masks Ver 1.1 38
Appendix 3: Map 1: Scouts in the Woods
1 sq. = 5 ft.

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PO-BK-1-03 Red Masks Ver 1.1 39
Appendix 4: Map 2: Battle Plan

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PO-BK-1-03 Red Masks Ver 1.1 40
Appendix 5: Map 3: River Crossing
1 sq. = 5 ft.

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PO-BK-1-03 Red Masks Ver 1.1 41
Appendix 6: Map 4: Camp Approach
1 sq. = 5 ft.

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PO-BK-1-03 Red Masks Ver 1.1 42
Appendix 7: Map 5: Leadership Tent
1 sq. = 5 ft.

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PO-BK-1-03 Red Masks Ver 1.1 43
Appendix 8: Map 6: Reinforced Berm
1 sq. = 5 ft.

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PO-BK-1-03 Red Masks Ver 1.1 44
Appendix 9: Character Rewards
If found during the adventure, the characters can keep the following magic items; it’s suggested that you print off
enough copies of this page to be able to give one to each of your players (crossing off rewards they didn’t receive
during the session):

Magic Items Story Awards


Barrier Tattoo A character can only earn one of the Heroes of
Wondrous Item, rare (requires attunement) Derlusk and Lost Bridge story awards.
Produced by a special needle, this magic tattoo
depicts protective imagery and uses ink that
resembles liquid metal. Heroes of Derlusk
Tattoo Attunement. To attune to this item, you As result of overwhelming success at the Fields of
hold the needle to your skin where you want the Prosperos battle, the supply lines through Derlusk
tattoo to appear, pressing the needle there remain open and many of its defenders remain alive.
throughout the attunement process. When the
attunement is complete, the needle turns into the ink
that becomes the tattoo, which appears on the skin. Lost Bridge
If your attunement to the tattoo ends, the tattoo As result of catastrophic losses at the Fields of
vanishes, and the needle reappears in your space. Prosperos battle, a key supply bridge was lost, along
Protection. While you aren’t wearing armor, the with many lives. This overland supply route from
tattoo grants you an Armor Class of 15 + your Derlusk will take time to rebuild and will be of little
Dexterity modifier (maximum of +2). You can use a use to any future war effort.
shield and still gain this benefit.
This item is found in the Tasha’s Cauldron of
Traitor
Everything
Haleadra Kren, the leader of the Thayan force at the
Fields of Prosperos was taken alive and may be
Potion of Heroism willing to betray her masters. Her intel about the
rare Thayans may prove useful.
For 1 hour after drinking it, you gain 10 temporary
hit points that last for 1 hour. For the same duration,
you are under the effect of the bless spell (no
concentration required). This blue potion bubbles
and steams as if boiling.

Spell Scroll (3rd Level) – Dispel Magic


uncommon
Choose one creature, object, or magical effect within
range. Any spell of 3rd level or lower on the target
ends. For each spell of 4th level or higher on the target,
make an ability check using your spellcasting ability.
The DC equals 15. On a successful check, the spell
ends.

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PO-BK-1-03 Red Masks Ver 1.1 45
Appendix 10: Tips for Shortening the Adventure
WARNING: CONTAINS SPOILERS!  Part 3-5, Keep Your Enemies Close. Reduce the
This is a 6-hour adventure and is best run over 6 hitpoints of the commandos by half.
hours. If you would like to run the adventure in a  Part 3-6, Unmasked. Reduce round-start adds from
shorter timeframe, consider what pillars of play you 2 to 1 per round, and have them join injured (half
wish to focus on more heavily. Here are some or minimum hitpoints). If running short on time,
suggestions. introduce Redmask earlier, and have her cut her
way through minions while the characters focus
Social Interaction Focus on the leaders.

To play the adventure with a heavier social focus, Combat Focus.


make the following adjustments:
 Part 2-1, A Soldier’s Thoughts. Use 3 encounters To play the adventure with a heavier combat focus,
instead of 5, adjust success criteria accordingly. make the following adjustments:
 Part 2-2, Extreme Prejudice. Have all enemies in  Part 1-1/1-2, B-Team Recruitment. Shorten this to
the first scout encounter start with minimum have the characters recruit only 2 out of the 5,
hitpoints. Skip the second scout encounter, and only have time to talk to 3 characters. Set
narrating that it was dealt with. Have the party their goal to recruit a leader and 1 more.
arrive at the third scout group with Redmask Consider this a success if they recruit exactly 1
fighting only a single remaining thayan. leader.
 Part 3-3, Water Crossing. Skip checks and combat  Part 2-1, A Soldier’s Thoughts. Use 3 encounters
at the crossing. Ask the party how they would instead of 5, adjust success criteria accordingly.
have crossed and narrate their success.  Part 2-2, Extreme Prejudice. Skip the first scout
 Part 3-4, Fields of Red. Skip this encounter, encounter, narrating that the party easily takes
narrating the group having been attacked by them out and discovers the map. Play out the full
monstrosities, but easily fighting them off. second encounter, and have the party arrive at
 Part 3-5, Plans Within Plans. Reduce the hitpoints the third scout group with Redmask fighting only
on Essendra’s commandos by half. a single remaining thayan.
 Part 3-3, Water Crossing. Skip checks and combat
at the crossing. Ask the party how they would
Exploration Focus. have crossed and narrate their success.
 Part 3-4, Fields of Red. Skip this encounter,
To play the adventure with a heavier exploration narrating the group having been attacked by
focus, make the following adjustments: monstrosities, but easily fighting them off.
 Part 1-1/1-2, B-Team Recruitment. Shorten this to
have the characters recruit only 2 out of the 5,
and only have time to talk to 3 characters. Set
General Timing Tips
their goal to recruit a leader and 1 more. The final two combat encounters in the adventure are
Consider this a success if they recruit exactly 1 critical to it and should be changed as little as
leader. possible. It is ideal to have 2 hours available for those
 Part 2-1, A Soldier’s Thoughts. Use 3 encounters two encounters (30-45 minutes for Keep Your
instead of 5, adjust success criteria accordingly. Enemies Close, and 60-75 minutes for Unmasked.) At
 Part 2-2, Extreme Prejudice. Skip the first scout the very least, you should have 90 minutes left for
encounter, narrating that the party easily takes them. Check your time throughout and skip content
them out and discovers the map. Play out the full as necessary.
second encounter, and have the party arrive at
the third scout group with Redmask fighting only
a single remaining thayan.
 Part 3-3, Water Crossing. Do not run the combat
encounter if the party attacks or is spotted by the
archer scouts, narrate the party smoothly taking
them out.
 Part 3-4, Fields of Red. Reduce the number of red
stalkers to 1 for every 2 characters (rounding
up).
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PO-BK-1-03 Red Masks Ver 1.1 46
Appendix 11: A Sanguineous Gambit Outline
This appendix contains a brief outline of the A Sanguineous Gambit trilogy to provide Dungeon Masters an idea of
how NPCs, story awards, and plot elements carry throughout the adventure. Dungeons Masters will then have an
idea of which aspects of the adventure to focus on, and which aspects they may modify at their discretion, allowing
players to have a more consistent and cohesive experience between adventures and dungeon masters.

PO-BK1-01 AUTUMN BURNS RED


Szass Tamm, lich-lord ruler of Thay, orders Halaedra Kren, Tharchion of Gauros in Thay, to launch a military
campaign against key eastern trade-route towns in the Border Kingdoms. Szass Tamm provides Kren with
recovered Far Realm warped beings and strange weapons to use in her efforts. The army's mission is to march upon
the port city of Derlusk to lay siege to it. The warpath first takes the army through the village of Splondar, where an
annual harvest festival is currently taking place, which the characters are attending. The characters, quickly
realizing this battle cannot be won, retreat while saving as many festival goers as they can. They join forces with
Essendra Ashar, a captain of the Derlusk watch traveling through the area. With Essendra's help the characters
reconnoiter the Thayan camp then escort the survivors to Derlusk through a countryside teeming with Thayan
scouts.

PO-BK1-02 TRUST NO ONE


Having safely reach Derlusk, the characters must warn the city of the impending Thayan army. However, from their
reconnaissance the characters learned that the Thayans have infiltrated the Derlusk ruling Coinseats Council with
spies and assassins. Through investigation and intrigue the characters discover Councilor Troy Grove is actually a
monstrous agent of the Thayans. Afterward they find a council member they can trust and use them to approach the
Coinseats Council with evidence of the Thayan infiltration. The Thayan spies, knowing they are cornered, spring a
desperate ambush at the council meeting, hoping to cause enough destruction that it hamstrings the Derlusk
defense. The characters thwart the ambush and defeat the Thayan assasins. Because of these heroics, the Coinseats
Council heeds the characters' warnings and resolve to form a plan to stop the Thayan advance.

PO-BK1-03 RED MASKS


The Derlsuk Coinseats Council draws up a bold plan to stop the advancing Thayan army. Under a city-wide
evacuation order, citizens begin fleeing by ship. Meanwhile, tasked with finding capable volunteers for the Derlusk
army, the characters locate and recruit five additional adventurers or soldiers to act as a diversionary force. As the
desperate defense force marches forward, the characters help keep up morale as well as well as deal with Thayan
advance scouts. Finally, in a dangerous gamble, the characters, again with the assistance of Captain Essendra Ashar
of the Derlusk watch, travel behind enemy lines and strike at Halaedra Kren and the rest of the Thayan leadership.

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PO-BK-1-03 Red Masks Ver 1.1 47
Appendix 12: Dungeon Master Tips
To run an adventure as a DM, you can have 5-7 Each player is responsible for maintaining an
players, each with their own character within the accurate logsheet. If you have time, you can do a
adventure’s level range (see the “Adventure Primer” quick scan of a player’s character sheet to ensure
section at the start of the adventure). that nothing looks out of order. If you see magic
items of very high rarities or strange arrays of ability
New to D&D Adventurers League? scores, you can ask players to provide
Information about the Adventurers League, including finding documentation for the irregularities. If they cannot,
places to play, organizing events, and a list of supporting feel free to restrict item use or ask them to use a
resources and documents, can be found here: standard ability score array.
http://dnd.wizards.com/playevents/organized-play Point players to the D&D Adventurers League
Players Guide for reference. If players wish to spend
downtime days and it’s the beginning of an
New to the Border Kingdoms Storyline? adventure or episode, they can declare their activity
Gamehole Con has been granted the ability to develop CCC and spend the days immediately, or they can do so at
(Convention Created Content) adventures for the Border the end of the adventure or episode. Players should
Kingdoms. No other convention or organization outside of select their characters’ spells and other daily options
Wizards of the Coast has been granted this ability. Their prior to the start of the adventure, unless the
region guide was written by Ed Greenwood and you can get
adventure specifies otherwise. Feel free to reread
your copy on dmsguild.com. Border Kingdoms adventures
the adventure description to help give players hints
can be run just the same as any other Adventurers League-
approved content. about what they might face.

New Players? No Problem!


Preparing the Adventure With starter adventures like this one, it’s possible that you
Before you start play, consider the following: might have players who are new to D&D, or to ensure that
these players have fun with the game, and that they learn the
 Read through the adventure, taking notes of basics of how to play. At this level, having fun is more
anything you’d like to highlight or remind yourself important than learning every rule exactly right. Be gentle
of while running the adventure, such as a way with new players who make mistakes. Make sure to keep
you’d like to portray an NPC or a tactic you’d like your players smiling and rolling dice. Be positive and
to use in a combat. Familiar yourself with the enthusiastic when describing the action, and you’ll notice
adventure’s appendices and handouts. that they’ll quickly follow suit. If you are a new DM, then
 Gather any resources you’d like to use to aid you welcome—and thank you! New DMs are the lifeblood of the
D&D community. To help you run your game, some
in running this adventure--such as notecards, a
adventures include sidebars like this one that provide an
DM screen, miniatures, and battlemaps.
explanation of the game’s rules as they’re used in the
 Ask the players to provide you with relevant adventure.
character information, such as name, race, class,
and level; passive Perception score, and anything
the adventures specifies as notable (such as
backgrounds, traits, flaws, etc.)

A player can play an adventure they previously


played as a player or Dungeon Master but may only
play it once with a given character. Ensure each
player has their character’s adventure logsheet (if
not, get one from the organizer) with their starting
values for level, magic items, gold and downtime
days. These are updated at the conclusion of the
session. The adventure information and your
information are added at the end of the adventure
session—whether the completed the adventure or
not.

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PO-BK-1-03 Red Masks Ver 1.1 48
Adjusting This Adventure
To determine whether you should consider
adjusting the adventure, add up the total levels of all
the characters and divide the result by the number
of characters (rounding .5 or greater up; .4 or less
down). This is the group’s average party level (APL).
To approximate the party strength for the
adventure, consult the table below.
Determining Party Strength
Party Composition Party Strength
3-4 characters, APL less than Very weak
3-4 characters, APL equivalent Weak
3-4 characters, APL greater than Average
5 characters, APL less than Weak
5 characters, APL equivalent Average
5 characters, APL greater than Strong
6-7 characters, APL less than Average
6-7 characters, APL equivalent Strong
6-7 characters, APL greater than Very strong

Safety Tools
Safety tools help to ensure that players aren’t pushed beyond
their comfort levels. These tools let your players know that
you want them to have a positive experience. Some common
safety tools are provided below, each with a summary of how
they work. An article about one such safety kit is provided to
help with further information. Ensure that you discuss these
tools with your players before the game:
• Code of Conduct. This is a group agreement for play. It
outlines desired and prohibited behaviors, confidential
reporting, and possible consequences.
• Pre- and Post-game Discussions. Use time before the game
to explain content warnings, set boundaries, and collaborate
on a safety plan. Then decompress and discuss
improvements at the end of the game.
• Be Welcoming. Welcome and encourage respectful and
open conversations about issues as they arise. Show that you
are listening by avoiding defensive responses.
• Confidentiality. Provide contact information for private and
confidential conversations between players and DM. Only
disclose another player’s name if that player gave
unpressured permission for you to do so.
• Safety Tools. Learn about the safety tools that TTRPG
community members have created and compiled. A broad
range of such safety tools
are available for you and your players online,
or you can get more information by reaching
out to your event organizer or
community@dndadventurersleague.org.

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PO-BK-1-03 Red Masks Ver 1.1 49
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PO-BK-1-03 Red Masks Ver 1.1 50

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