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Ddrl-Ep01 The Grand Masquerade (Premiere Draft)

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DDRL-EP01

The Grand Masquerade


A Ravenloft: Mist Hunters Adventure

You are approached by Alanik Ray, a master investigator working on behalf of a secret society.
Seeking agents to aid in the search for a missing scholar, he asks that you attend the Grand
Masquerade—a great ball in the city of Port-à-Lucine. Hope you brought your dancing shoes!
The first epic adventure in the Ravenloft: Mist Hunters series of adventures.
A four-hour epic adventure for 1st-level characters.
CONTENT WARNING: Possession, insomnia, oppressive aristocracy, forced impersonation,
anxiety of living a lie, abduction
CREDITS
Lead Designer: Travis Woodall
Designer: Amy Lynn Dzura, Ma’at Crook
Sensitivity Lead: Ma’at Crook

Editing: Scott Fitzgerald Gray

Art Director and Graphic Design: Stacey Allen


Illustrations: Ma’at Crook, Amy Lynn Dzura
Campaign Narrative Design: Chris Lindsay, Wes
Schneider, Chris Tulach

D&D Adventurers League Wizards Team: Brandy


Camel, Chris Lindsay, Chris Tulach

D&D Adventurers League Administrators: Ma’at


Crook, Amy Lynn Dzura, Claire Hoffman, Greg Marks,
Alan Patrick, Travis Woodall

Playtesters: Gary Affeldt, William Axford, Daniel


Chapman, Daniel Franco, Travis Fuller, Wayne Fuller,
Derek Gray, Ross Hooper, David Krolnik, Sean
Mittlestaedt, Daniel Oliveira, Dave Rosser, Ben Siekert,
Phil Tobin, Marcello Velazquez

©2021 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
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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.
ADVENTURE PRIMER
There were much of the beautiful … much of the STORY AWARDS
bizarre, something of the terrible, and not a little of
that which might have excited disgust. At certain points in the adventure, you
may see this glyph along with an entry
—Edgar Allen Poe, The Masque of the Red Death that describes how the specified story
award is earned or impacted by the story.
This adventure is designed for three to five 1st-level Ignore the entry if it refers to a story
characters and is optimized for four 1st-level characters. award none of the characters have. If it refers to a story
Characters will reach 3rd level by the end of the adventure. award the characters have just earned, the entry instead
The Grand Masquerade occurs in the city of Port-à-Lucine provides information for you and the players.
in Dementlieu, one of the Domains of Dread.

BACKGROUND CHARACTER HOOKS


As the adventure begins, the characters are in the city of
ALANIK RAY, an investigator hired by the ORDER OF THE Port-à-Lucine and the domain of Dementlieu—a decadent
GUARDIANS, is searching for a scholar named RADAGA realm of suspicion, false pretenses, and betrayal. Their
whose pursuits into taboo subjects appear to have led her reasons for being here are entirely their own, but all have
astray. To that end, he asks the characters to assist him in recently received a mysterious letter asking that they visit a
his search in the decadent city of PORT-À-LUCINE within tea shop run by a Vistani named Rhian. The letter was
the domain of DEMENTLIEU—a realm of psychological signed by someone named Alanik Ray.
horror set in a land rife with social decay and decadent
aristocrats.
The characters must attend the GRAND NOBLE AND COURTIER BACKGROUND
MASQUERADE—a weekly social event hosted by DUCHESS
Any characters with these backgrounds are used to being in
SAIDRA D’HONAIRE, the domain’s DARKLORD. While at
the thick of any social event—especially events involving
this high-status—and high-stakes—event, the characters
people pretending to be more important than they are. Such
seek Radaga, hearing that she was in attendance earlier but
characters have advantage on Wisdom (Insight) checks
has left. After ferreting out clues and investigating some of
during part 1 of the adventure.
her favorite locations in the city, the characters seek her at
her residence—hoping to find her before she vanishes
again. DEMENTLIEUSE CHARACTERS
Characters with a connection to the domain might be
OVERVIEW known by some of the partygoers and residents of Port-à-
Lucine. Whether this is good or bad remains to be seen, but
The adventure starts with a call to action and is then either way, such characters know their way around the city,
spread over four parts, each taking between 60 minutes and have advantage on Intelligence checks made during
and 90 minutes to play. part 2 of the adventure.
Call to Action: Inviting Suspicion. The characters meet
DEMENTLIEU: DOMAIN OF DECADENT DECEPTION
with Alanik Ray, a legendary investigator, and agree to
assist him in the search for the missing scholar Radaga. Darklord: Saidra d’Honaire
Part 1: The Grand Masquerade. The characters infiltrate Hallmarks: Masquerades, decadent aristocracy, social decay,
the masked ball on the estate of Duchess Saidra illusions, impostor syndrome
d’Honaire to look for Radaga. Interacting with a number
Every night brings another glittering affair in Dementlieu, whose
of the other guests reveals that the scholar has already
citizens live glamorous and exciting lives. They enjoy the finest
left the masquerade, but turns up clues to her
clothes, elegant jewels, grand ballrooms—and most extravagantly,
whereabouts.
the Grand Masquerade hosted by Duchess Saidra d’Honaire every
Part 2: Port-à-Lucine. The characters follow the clues
seventh day at her island estate. Everyone who is anyone attends
they’ve collected to check in on some of Radaga’s favorite
the duchess’s balls, and everyone who longs to be someone tries
sites in the city. There, they uncover hints of the
to wrangle an invitation or sneak in uninvited. But Duchess
mysterious research the scholar was involved in, and
Saidra’s wrath upon those who dare to set foot where they don’t
learn the location of her residence.
belong is truly horrible—and inevitably fatal.
Part 3: Someone Left in a Hurry. Moving quickly to For more information about this domain and the people who
Radaga’s apartment, the characters hope to catch the reside there, refer to Van Richten’s Guide to Ravenloft.
scholar at home. But the always-celebrating folk of
Dementlieu are in their way—as is the scholar’s unusual
undead servant.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 3
CALL TO ACTION: INVITING SUSPICION
Estimated Duration: 30 minutes Kabe removes an envelope from their jacket pocket, placing
it on a table. “Word is that Radaga will be in attendance at
ADMINISTRATING THE CALL TO Duchess Saidra’s d’Honaire’s Grand Masquerade tonight.
Another agent got a sneak peek at an invitation, then whipped
ACTION up a few extras.” Kabe winks and clicks their tongue in the side
of their mouth. “Now you can mingle at the ball and hopefully
The event administrators announce the commencement of find Radaga. Or, at the very least, gather some information
this epic when the event is ready to begin. This part of the about where she’s been hiding out, and why.”
adventure is a timed event. One of the administrators Alanik nods agreement with his associate. “I believe that
should use a stopwatch to determine that the following infiltration, deduction, possible rescue, and solving a mystery
announcements occur as prescribed below: might appeal to you, even at the risk of your being discovered.
I thus implore you to investigate the disappearance of Radaga
0 Minutes: “Investigation” announcement if convenient. And, even if inconvenient, I implore you to
20 Minutes: 10-minute warning announcement investigate nevertheless. Now, I’m sure you have questions,
30 Minutes: Time is up and more introductions need to be made. Let’s get these
formalities out of the way as quickly as possible. The game is
INVESTIGATION (ADMIN-RUN) afoot!”

The characters meet with Alanik Ray, an investigator


working on behalf of the Order of the Guardians. The Order DMs should then proceed with “Rhian’s Shop.”
has hired Alanik to search for one of their members, a
missing scholar named Radaga. In recruiting the characters RHIAN LOCKHART
to aid in the investigation, Alanik asks them to attend the Human fate-steeper
Grand Masquerade—a decadent event rife with political Rhian (ree-AHN) is a tall Vistani with light-brown skin, short-
intrigue and social manipulation—on his behalf. cropped dark-brown hair, and heavy-lidded brown eyes. They are
a Tarokka reader of great skill, and a practiced traveler of the
THE GAME IS AFOOT! Mists. When Rhian speaks, their rich voice rings throughout the
room. Their measured words and practiced mannerisms are
To start this epic, an event administrator reads the intended to relax those who come to their tea shop for Tarokka
readings, to allow the cards to speak.
following:
What They Want. Rhian has been tasked with bringing together a
At the request of an interested party, you’ve come with a group of individuals well suited for traveling through the Mists.
number of others to the tea shop of the Vistani known as Oracle. “What would you say if I told you that your perceived
Rhian the fate-steeper, who seems to expect you. After a short weaknesses are actually your strengths?”
wait—and a number of cryptic Tarokka readings—the shop’s
door opens again and a human wheels into the room. A
halfling following close behind closes the door with a quick
RHIAN’S SHOP
kick of their heel. While in Rhian’s shop, the characters can introduce
Rhian nods to the newcomers but speaks to all of you themselves and gather more information about their
objectives.
gathered there. “The time has come for you to understand
where you are going.” They then collect their Tarokka deck,
Themes: Intrigue, mild desperation, stuffy
saying, “I leave you to it,” and amble into a back room.
The human studies you for a brief moment before
introducing himself. “My name is Alanik. Alanik Ray. And this is CHARACTER INTRODUCTIONS
my associate, Kabe Whippoorwill. I am working at the behest Allow each player a minute or so to introduce their
of the Order of the Guardians, who are seeking one of their character, describe their appearance and mannerisms, and
own—a human woman named Radaga who has gone missing. establish the reason why they’re working with Alanik and
As part of this investigation, I am hiring field operatives. And I Kabe. Be sure to give everyone equal time in the spotlight
hope that you will be among them.” and be prepared to gently stop players if they run on.
Character introductions are crucially important for the
players to understand who the other characters are, to
build a basis for roleplaying opportunities, and for you as
DM to learn more about the characters so you can create
story elements that really speak to them.
Once everyone introduced themselves and their
character, award each of them inspiration.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 4
A confident, insightful, and shrewd investigator, Alanik Ray (uh-
OUTFITTING FOR THE INVESTIGATION LAHN-ick RAY) is one of the most well-traveled mortals in the
Domains of Dread. He is a master of insights and deduction, able
Before proceeding on this leg of their investigation, the
to glean the most intimate details of other creatures’ lives only
characters decide what they had brought with them on
moments after meeting them—including almost instantaneously
their journey:
deducing a character’s native domain from their accent and
mannerisms. An accidental fall during an investigation years
Mundane Equipment. The Order of the Guardians has
before caused a spinal injury that paralyzed Alanik’s legs. He now
offered the characters access to its substantive resources
uses a custom wheelchair that he created with the assistance of
to aid in their investigation. Each character has access to
his husband and investigative partner, Arthur Sedgwick.
any mounts and equipment from the Player’s Handbook, More information on Alanik can be found in Van Richten’s
as well as the material components for any spell that they Guide to Ravenloft.
themselves have prepared—provided the gp cost of the
mount, item, or material component doesn’t exceed 200 What They Want. Alanik is investigating the disappearance of the
gp. The characters are still bound to the normal rules scholar Radaga. As a highly recognizable figure, he often
regarding carrying capacity and, at your discretion, may recruits field agents to aid him in his investigations, and he has
find themselves in a situation that precludes being able to tapped the characters to help him now.
haul around too much—while their resources are great, Lead Investigator. Radaga’s disappearance has been brought to
the Order discourages excessively frivolous requests. Alanik by the Order of the Guardians, a group dedicated to
Magical Equipment. As they adventure, the characters seeking out and neutralizing dangerous magic.
“unlock” magic items for later use. The group begins this
adventure with one copy of each of these unlocked items
and then decides who will use them. At the end of the
KABE WHIPPOORWILL
adventure, each item is “returned” to the character that
Halfling interdomain scout
brought it with them. Magic items that are destroyed or
that lose their magic, such as a quaffed potion of healing Alanik Ray’s scout, associate, and friend, Kabe Whippoorwill (KAYB
or an exploded horn of blasting, however, are marked off WIP-er-wil) is also secretly a member of the Keepers of the
of the character’s investigation journal and are no longer Feather (a fact known only to Alanik). A lightfoot halfling with a
unlocked; they must find another one if they want to use quick smile and a mean right hook, Kabe possesses a dark gift that
it in a later adventure. The character who brought an allows them to traverse the Domains of Dread. Acting as both a
unlocked item to the table has ultimate discretion in who guide for the characters and a field contact, they are an invaluable
gets to use it. They should, however, note that their member of the investigative team.
investigations require teamwork and cooperation. What They Want. Kabe’s line of work is dangerous, so they want
EXAMPLE: OUTFITTING FOR INVESTIGATION to ensure that everything goes smoothly. Losing an agent is
never the desired outcome.
Peter’s character, Gregov the Fighter, is preparing for their next
Mist Walker. Kabe is Alanik’s scout, investigatory partner, friend,
adventure. He requisitions a greatsword, a longbow and some
and an invaluable member of the team. They also work as the
arrows, and a suit of chain armor. He’s also heard rumors of
party’s field contact.
werewolves, so he asks for a silvered dagger…just in case. In his
previous adventures, Gregov unlocked a horn of blasting and a Alanik has been hired by the Order of the Guardians, a
potion of healing. The group decides who should carry the horn group of scholars who ensure that dangerous supernatural
and the potion. At the end of the adventure, both of the items are trinkets and treasures don’t fall into the wrong hands. One
returned to Gregov. However, if one of the characters uses the of their members, a brilliant and well-respected human
potion or the horn of blasting explodes during the adventure, scholar named Radaga, is missing. During their initial
Peter marks it off the investigation journal where it was unlocked. inquiries, Alanik and Kabe have learned that Radaga
recently held court with the Darklord of Dementlieu,
TABLE CAPTAIN Duchess Saidra d’Honaire, and that she is familiar with
other members of Saidra’s court. Alanik wants the
Once introductions are done, each group designates a table characters to attend the duchess’s next Grand Masquerade
captain. This is a player who relays information to the event to seek information on Radaga. The invitations that Kabe
administrators, a vital role that allows the DM to continue has had prepared will grant them entrance.
running the adventure without interruption.

THE GRAND MASQUERADE


CREATURE INFORMATION
At Duchess Saidra’s grand fete, the characters must gather
Alanik Ray and his associate Kabe Whippoorwill share at least three clues about Radaga from the other guests—
everything the characters need to know to accomplish their where she lived while in Port-à-Lucine, how she spent her
mission. time, and so forth—while convincing those guests that the
characters belong at the ball. Guests of the Grand
ALANIK RAY Masquerade are typically all well-to-do, well connected—or
Human investigator both.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 5
As Alanik and Kabe forewarn the characters (and as any the investigation—or, worse, reveal the character as an
characters from this domain will already know), the people impostor.
of Dementlieu can be tight-lipped about many things. In addition to the known and accepted rules of etiquette,
Nearly all have deep secrets, striving through illusion and Duchess Saidra thrives on social manipulation, and forces
deceit to always appear grander and richer than they truly guests of the masquerade to create rules of their own. Each
are, and they live in constant fear of being revealed. If group of players in this event must create their own rule for
caught or exposed, folk risk being disgraced, discharged, or potential addition to the list. A group’s table captain
disintegrated by the duchess. As such, great care should be submits the group’s rule to the event administrators for
taken in asking too many questions, and the characters consideration.
should be prepared to make reasonable explanations for
their curiosity. INTERACTIVE ELEMENT: THE RULES OF ETIQUETTE
The event administrators will choose five new rules from those
THE INVITATIONS submitted by the groups and add them to the list. Administrators
are encouraged to choose five rules that are fun, creative, and
Kabe Whippoorwill provides each character with an unique—and which are also likely to risk being broken during the
invitation for Duchess Saidra’s imminent Grand ball. Once the new rules are chosen, an event administrator
Masquerade. Each character must possess an invitation and announces the complete list of ten rules to DMs before the ball
wear their best finery (including a decorative mask) to begins.
enter the d’Honaire estate. The duchess doesn’t let just One rule of etiquette found in handout 1 requires the
anyone into her residence, though, and Kabe urges the characters to curtsy to other guests and the host every time the
characters to not be too cocky, promising that they and city bell rings. Event administrators will set times for the bell to
their invitation will be heavily scrutinized. Even more toll throughout the adventure, at which point the players should
importantly, the masquerade has an important and all curtsy. (They don’t need to curtsy to anyone in particular.)
seemingly ever-changing list of social niceties that must be
adhered to, lest attendants arouse the duchess’s wrath.
Upon examining the invitations provided by Kabe, any DEVELOPMENT
character with the criminal or charlatan background, the The event administrators announce when it’s time to
Keen Mind or Observant Feat, or who succeeds on a DC 15 proceed to part 1 of the adventure, which begins after the
Intelligence (Investigation) check notices subtle flaws in the administrators have decided on the additions to the rules of
forgery. The paper is too crisp for something that was etiquette. When the additional rules are announced, the DM,
supposedly delivered through the mail, and the the table captain, or another player should write them
handwritten script has a few unnatural starts and stops. down on handout 1.
Though the invitations are likely to pass at a glance, they
won’t stand up to intense scrutiny. A character can attempt
to improve the forgeries by making a DC 10 Intelligence
check using a forgery kit. On a success, any Charisma
(Deception) check made to gain entrance to the
masquerade in part 1 of the adventure is made with
advantage.

THE FINERY
In addition to the invitation, each guest of the Grand
Masquerade must appear in their best finery and an elegant
mask. Repurposing, recycling, and repairing is a way of life
for the people of Dementlieu, whose ability to make subpar
clothing look fabulous is second to none. Never-been-used
items are rare in the domain, and require scrimping and
saving that is seldom an option for even the most affluent-
appearing guests.
Ask each player to briefly describe their characters’
appearance, and what steps they’ve taken to spruce that
appearance up.

THE RULES
Kabe provides the characters with a collected list of rules of
etiquette for the Grand Masquerade, as detailed in
“Handout 1: Dementlieu Etiquette,” which you should give
to the players. Any character who gets caught breaking any
of these rules has committed a faux pas that might hinder

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 6
PART 1: THE GRAND MASQUERADE
Estimated Duration: 90 minutes while the DM tracks the number of clues they gather—and
how many etiquette faux pas they commit.

ADMINISTRATING PART 1 Themes: Pomp and circumstance, skepticism, suspicion


The event administrators announce the commencement of DEMENTLIEUSE: TERRIFIED IMPOSTORS
part 1 of the adventure when it’s ready to begin. This part of Despite wearing the finest clothes and the most extravagant
the adventure is a timed event. One of the administrators jewels, spending most of their time bumping elbows with other
should use a stopwatch to determine that the following nobles and socialites at fancy parties, the people of Dementlieu
announcements and activities occur as prescribed below: live in a state of constant fear. Everyone here pretends to belong
to a social circle higher than their own. The poor maintain a
0 Minutes: “Infiltration” announcement middle-class appearance, while the true middle-class struggle to
40 Minutes: 20-minute warning announcement portray themselves as aristocracy. However, the only true noble in
50 Minutes: 10-minute warning announcement this domain is its Darklord, Duchess Saidra d’Honaire.
60 Minutes: Time is up, and announce contest winners Anyone who lets slip their “mask” while at the Grand
70 Minutes: 20 minutes to advance characters Masquerade meets a grisly end. A seeming aristocrat who loses a
90 Minutes: Instruct DMs to proceed to part 2 button from a fraying coat is declared an impostor and
disintegrated by the duchess. And though a merchant who fails to
INTERACTIVE ELEMENT: DON’T FORGET YOUR MANNERS! keep up appearances in their day-to-day life might not meet quite
As part of the etiquette challenges, administrators will set a as public or dramatic an end, they might well end up penniless
repeating timer as a reminder to “ring the city bell” multiple times and homeless, then inevitably fall prey to the Red Death—a
throughout the masquerade. DMs should document whether their murderous spirit that stalks the domain.
players curtsy as soon as they hear the bell, marking each faux pas For more information about Dementlieu and the people who
on the tally sheet in appendix A. See the “Let Me Count the Ways” reside there, refer to Van Richten’s Guide to Ravenloft.
sidebar below for more information.

INFILTRATION (ADMIN-RUN) AREA INFORMATION


The duchess’s estate has the following features.
This part of the adventure begins with the characters
dressed up, masked up, and outside Duchess Saidra’s estate. Dimensions. The masquerade is held in a large hall with
An event administrator reads the following: plenty of room for a dance floor, tables and chairs around
the room’s edges at which guests talk and gamble, and
The time has come for Duchess Saidra’s Grand Masquerade to long tables bearing refreshments. No more than a
begin. You have come to her opulent estate on an island in hundred guests attend the ball on any given week—it’s
Lucine Bay, joining the other beautifully dressed and masked an exclusive event, after all. But although the ballroom
guests who excitedly line up awaiting permission to enter. appears to glisten and gleam, as the characters spend
You’ve watched many nervous hopefuls be assessed, more time here, they begin to notice magical illusions
announced, and ushered in. But others have had their hopes concealing cracks in the marble floors, and masking
dashed, as their invitations are rejected and torn or their attire where gold veneer is peeling from ceilings and walls.
Lighting. Crystal chandeliers hang from the draped ceiling
is deemed unacceptable. Now it is your turn.
of the ballroom, burning with candles that flicker as the
movement of dancers causes the air to disturb them.
DMs should then proceed with “Duchess Saidra’s Estate.” Closer inspection reveals dirty, cracked, and cobweb-
covered crystals.

DUCHESS SAIDRA’S ESTATE Sounds and Smells. Polite conversation and the excited
voices of gamblers sound out against the playing of a
chamber orchestra near the dance floor. The light scents
THE CHARACTERS ARE SET TO INFILTRATE DUCHESS of candles and roses covers the subtle smell of food gone
SAIDRA’S ESTATE USING THEIR FORGED INVITATIONS. past its prime from the lavish spread on the buffet tables.
BUT EVEN IF INVITATIONS ARE REJECTED, Careful Snacking. If any character chooses food from the
buffet tables, other attendees watch to see if they break
CHARACTERS CAN GAIN ACCESS TO THE GRAND etiquette rule three (never reach over food). Describe the
MASQUERADE THROUGH OTHER CREATIVE MEANS. available food, its location on the table, and ask what the
Once inside the estate, the characters will carefully character reaches for. If they break etiquette and commit
question other celebrants, gathering information about a faux pas, refer to the “Let Me Count the Ways” sidebar
Radaga’s comings and goings. But even as they do so, they and track the faux pas on the tally sheet of appendix A.
are being watched and judged. Characters must follow the
ball’s strict rules of etiquette and prove their dance skills,

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 7
LET ME COUNT THE WAYS 8 or Higher. If more than half the characters get a check of
During the masquerade, keep track of how many faux pas the 8 or higher without being able to attain the result above,
characters commit, marking those faux pas on the tally sheet in the guards intuit that something is amiss with the
appendix A. At the end of part 1, the table captain takes the total invitations, but they are hesitant to say anything without
number of faux pas to the event administrators. The table with more solid proof. Instead, they project those doubts into
the fewest faux pas earns a Best Manners award (see “Contest criticism of the characters’ clothing and regalia,
Winners!” below). demanding that metal be polished, fabric be mended,
Anytime a character commits a faux pas, witnesses spread the jewelry be cleaned, and so forth. Once the guards’
word. The next Charisma check that character makes during the demands have been met, the characters are allowed to
ball is made with disadvantage. (Word gets around fast!) enter the estate but aren’t announced.
Strict etiquette is followed throughout Dementlieu, not just at 7 or Lower. If more than half the characters get a check of 7
the ball. Although parts 2 and 3 of the adventure do not keep or lower, all the characters’ invitations are roundly
tallies of faux pas, roleplaying might continue to be affected by rejected and they are asked to leave the estate grounds.
character etiquette even beyond part 1. That said, though the guards take pride in their jobs, they
are not above accepting a bribe to allow the characters
inside. They might also be bullied or deceived into
admitting the characters.
PARTY POOPERS! Each character can attempt one DC 15 Charisma
Things in Port-à-Lucine tend not to get overtly violent. As such, a (Deception, Intimidation, or Persuasion) check to convince
fight is likely to break out at the Grand Masquerade only if the the guards that they deserve to attend the ball. Allow each
characters start it. If any character instigates a fight or otherwise character to briefly describe what they’re doing to impress
acts with hostility, the other attendees all use the commoner and the guards, and grant advantage on the check for clever or
noble stat blocks. However, members of the Port-à-Lucine city resourceful thinking. Alternatively, the characters might
watch (use the veteran and knight stat blocks, with a mage or two also try to sneak in through a side door or a delivery
mixed in) and private bodyguards (ghouls and veterans) are also entrance, or use other methods to covertly gain access.
present. Fighting these NPCs should be particularly challenging—if Assign ability checks for such activities as you deem
not wholly unwinnable. appropriate, rewarding cleverness and creativity.
It’s more likely that characters caught someplace off-limits will
be openly and embarrassingly called out for their trespass, rather
than attacked. Still, extreme circumstances might call for a THE GRAND MASQUERADE
bodyguard or member of the city watch to escort the humiliated
Once inside the duchess’s house, the characters can bump
character from the event.
elbows with the well-to-do of Dementlieu society and learn
clues as to Radaga’s fate. During this section, the characters
ARRIVING AT THE should be able to obtain at least three clues. How many
partygoers the characters choose to speak to—and which
MASQUERADE ones—depends on their choices and the time allowed. This
is a scenario where splitting the party could save the
To gain admittance to the Grand Masquerade, each characters time and earn them more clues.
character must present their invitation. The duchess has
stationed three ghouls led by a human veteran at the main INTERACTIVE ELEMENT: DON’T FORGET YOUR MANNERS!
entrance to ensure that everyone bears an invitation and is The event administrators ring the city bell throughout the
appropriately attired. The characters must make a group masquerade. Keep an eye on your players to make sure that they
Charisma (Deception) check upon stating their names and are respectful of the rules and curtsy as soon as they hear the bell.
presenting their invitations (with advantage on the check
for any invitation improved through forgery). The guards’ KEY PARTYGOERS
reactions depend on the result of the group check.
While many guests are too engaged in furthering their own
13 or Higher. If more than half the characters get a check agendas to interact with the characters, a few catch the
of 13 or higher, the duchess’s servants are entirely characters’ eyes. Eight possible NPCs are noted below, but
convinced of the legitimacy of the invitation and accept it’s not expected or encouraged that the characters speak to
the characters’ finery as sufficiently regal. They quickly each one. (They likely won’t have time to do so.)
and politely admit all the characters to the ball—
announcing their names loudly for all to hear. BREAKING DOWN A PARTYGOER
Each partygoer has a brief description that includes what they
look like and—more importantly—the secret they fear being
revealed. Though it might be the characters’ first instinct to
blackmail a guest using knowledge of their secret, more
benevolent characters might be able to use what they know to
help a partygoer. For example, a character who learns of Zolane’s
plight (see his entry in this section) might ask around for detailed

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 8
information about the priest’s position and what he’s charged arachnid shapeshifter. Usually, she dazzles victims with the
with doing. Once they have a good idea of his job, Zolane would vibrant spectacle of the Red Widow Theater (a scandalous
undoubtedly be thankful for the information. cabaret seen in part 2 of the adventure), but she
The characters gather the information they seek by succeeding metaphorically spins a web this night at the duchess’s ball,
on DC 15 Charisma checks. They can ask multiple questions, playing dice games with other attendees. She is dressed in
rolling as many Charisma checks as they want to get the lavish black silks and a spider mask decorated with many
information the NPC knows. jeweled eyes.
Clue. In addition to their description, each partygoer’s entry If asked about Radaga, Araignêe answers while
notes a clue that they’re able to share, as well as any conditions continuing to play dice. She says she saw the scholar, but
that might make it easier to convince them to do so. Most of these Radaga didn’t seem to recognize Araignêe behind her mask.
conditions involve the characters doing the guest a favor, such as She won’t answer any other questions unless the characters
providing a specific item or performing a small task. roll dice with her. (Handle any dicing between her and the
Area. In addition to a partygoer’s own details, an entry might characters with roleplaying as opposed to ability checks.)
note something in the area immediately nearby that is relevant to Area. Any character who succeeds on a DC 15 Wisdom
other guests, and which the characters can notice. (Perception) check to look around the area notices that
The partygoers the characters notice (along with their Araignêe’s hair is as light and thin as gossamer spider silk.
recognizable masks) are presented in alphabetical order They also notice her dice are made of polished bone.
below: Clue. Radaga and Araignêe frequently chat when Radaga
attends events at the Red Widow Theater, where Araignêe
 Araignêe Stoermer (spider mask) is a performer. She was thus surprised when Radaga didn’t
 Captain Lasal (fox mask) recognize her—and even more surprised to overhear
 Gilbert Moreno (elephant mask) Radaga seemingly arguing with herself, and struggling as if
trying to control her own movements. Even stranger, right
 Julien Vallotton (cobra mask)
before Radaga composed herself, Araignêe thought she saw
 Lady Olivia Stuart (jellyfish mask)
the scholar’s eyes turn red.
 Lisle Durand (butterfly mask)
 Rosalind Addington (bird mask)
 Zolane the Appointed Blessed (swarm of bees mask) CAPTAIN LASAL
This tiefling noble relies on the formalities of military life to
(These roleplaying-focused NPCs are intentionally not insulate her from becoming too close to anyone who might
provided with stat blocks.) learn she did not attend a prestigious naval academy.
Instead, Lasal (LAS-uhl) rose up in the ranks as an enlisted
THE CLUES LEAD THE WAY! sailor. She is dressed in her well-pressed captain’s uniform
During the masquerade, keep track of how many clues the and a half-face mask depicting a fox. The tufted ears, made
characters have gathered from speaking to the other attendees. from barber’s cuttings, blend well into her own hair, which
When a certain number of clues have been collected, the is pulled back out of her face.
characters gain certain benefits. (Clues obtained from other tables When the characters first see her, Lasal is leaning against
don’t count as clues the characters have collected themselves.) one of the gilded columns near the dance floor, tapping her
Two Clues. After collecting two clues, the characters recognize foot and watching the dancers. If asked about Radaga, she
another field agent among the crowd. One player can visit a frowns in disappointment. Radaga was supposed to have
neighboring table and ask the group there for one clue they’ve delivered a pair of fine earrings to Lasal before the
uncovered. The characters at the visited table choose a clue from masquerade, but never did.
those they’ve gathered and give it to the visiting player. If this epic Area. Any character who succeeds on a DC 15 Wisdom
is being run as a single-table event, provide the players with (Perception) check to look around the area finds a small
random clue from the Possible Clues table in appendix A. sewing kit lying where someone seemingly dropped it. The
Four Clues. With four clues collected, the characters find an needle has been hand-filed from a piece of wire, and the
out-of-the-way closet holding city watch uniforms for each thread consists of delicately twined multicolored fibers. If
member of the party. If worn, these uniforms give advantage on Lisle Durand, below, is given the sewing kit to mend their
Dexterity (Stealth) checks made to interact with the general clothing, the characters have advantage on Charisma checks
public, but impose disadvantage on Dexterity (Stealth) checks and while speaking with them.
Charisma (Deception) checks made to interact with real members Clue. Lasal is carrying a book called Visiting with Visions
of the city watch. See the “Watch My Disguise” sidebars in parts 2 that Radaga left behind the last time the two had lunch
and 3 of the adventure. together. She brought the book to the ball to return it, but
Six Clues. If they collect six clues, the characters win the Radaga became irritated when Lasal asked about the
Superlative Sleuth story award. See the end of part 1 for details. earrings, acting as if she didn’t know what Lasal was talking
about before storming off. Lasal now needs to return the
ARAIGNÊE STOERMER book to the Jalabert Museum and Legacy Library, but has
More so even than the rest of the partygoers, Araignêe little free time to do so. She is happy to give the book to the
Stoermer (ah-REN-yeh STOR-mehr) isn’t what she appears characters if they offer to return it for her.
to be. This (apparently) human actor’s primary talent is for
manipulation and murder, which she carries out as an

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 9
GILBERT MORENO right. After all, titles don’t mean anything if you don’t take
advantage of what they bring. And what’s a lie or two
This human noble is a survivor, and wants his life to consist among acquaintances if it helps you get your way?
of more than just eking out a living. The main factors behind Lady Olivia’s long hair is styled into tight twists,
the survival of Moreno (mor-EH-no) are his calculating cascading down her back. Her mask is made of elegantly
mind and a dark deal he made with an unnamed entity in worked wire, twisted into intricate filigree shaped like a
exchange for a place in Dementlieu society. And beneath his delicate jellyfish whose tangled tentacles hide her face. She
cheerfulness lies the dread of one day fulfilling his end of unsuccessfully fans herself with her hand, as she is
that bargain. uncomfortably warm. If asked about Radaga, she smirks as
For the ball, Moreno sports a gray elephant mask with a she says that Radaga remembered some things and forgot
long, flexible snout and broken pieces of pottery protruding others.
from under his chin as tusks. He teases others near him, Area. Any character who succeeds on a DC 15 Wisdom
tapping his snout on their shoulders and pulling away when (Perception) check to look around the area notices an iron
they look for the source. If asked about Radaga, his smile key nearby on the floor with “VV” elegantly worked into the
can’t hide his irritation. “I haven’t seen her at all, and I was head. Neither Lady Olivia nor any other NPC nearby claims
going to give her a stern talking-to.” ownership of the key if the characters ask. If the characters
Area. Any character who succeeds on a DC 15 Wisdom offer this key to Julien Vallotton (see his entry for
(Perception) check to look around the area finds a information on a similar key), he says he knows who it
discarded black velvet mask (see “Treasure” below). This is belongs to (but does not reveal that this person is Radaga).
unusual, for no one would risk being unmasked or The characters have advantage on Charisma checks when
unmasking themselves at the masquerade. (The mask was speaking with Julien for the rest of the adventure.
Radaga’s, as the characters learn if they speak to Zolane; see Clue. Radaga approached Lady Olivia earlier to say that
below.) she remembered the two were meeting tomorrow, but
Clue. Radaga was recently supposed to accompany couldn’t remember their regular meeting place—the Moth
Moreno to services at the Mother of Tears Cathedral. She Orchid Tea House. Any character who knows thieves’ cant
had asked him to schedule a ritual to have her handkerchief notices a subtle movement in Olivia’s hand gestures as she
blessed by Ezra, God of the Mists, but never showed up. The speaks of the tea house, which translate to: “Assam, sugar.”
clergy at the cathedral promised to complete the ritual (This is Olivia’s regular tea house order, which might be
despite her absence, and Moreno now needs to get Radaga a useful to the characters in part 2 of the adventure.)
message telling her she can pick up the blessed
handkerchief at her convenience.
LISLE DURAND
JULIEN VALLOTTON Human noble Lisle Durand (LEEL duh-RAHND) wants
everyone to know their name, and prides themself in having
An orc landlord and secrets broker, Julien Vallotton (joo- met and memorized the names of everyone in attendance at
lee-EHN val-oh-TOHN) stands next to a table laden with the ball. Their butterfly-inspired mask features wings that
trays of food when the characters first see him (a faux pas flutter as the noble moves about the room, fussing with
challenge opportunity). From this vantage point, he keeps their clothing and attempting to hide its threadbare finery
his ears and eyes open for closely guarded information, and and fraying hems.
keeps the arthritis in his legs from becoming too If asked about Radaga, Durand grows visibly upset, and
uncomfortable. His cobra mask (made from real serpent says that she embarrassed them and was rude to a guest
skin) reveals enough of his mouth to allow him to enjoy that she herself had asked to meet at the ball.
refreshments without unmasking. If asked about Radaga, he Area. Any character who succeeds on a DC 15 Wisdom
nods. “She was here much earlier, but left rather abruptly.” (Perception) check to look around the area notices a pile of
Area. Any character who succeeds on a DC 15 Wisdom ash behind Lisle—the remains of a victim of the duchess’s
(Perception) check to look around the area notices a copper displeasure and a disintegrate spell.
key resting on the floor at Julien’s feet, decorated with “VV” Clue. Lisle and Radaga went to a lot of trouble, expense,
elegantly worked into the head. If shown to Julien, he says and favors to set up a meeting with Isolda Savant, an
the key is his and thanks the characters, who have archivist at the Jalabert Museum and Legacy Library. But
advantage on Charisma checks when speaking with him for when Radaga arrived at the ball, she couldn’t have been less
the rest of the adventure. (He doesn’t share what “VV” interested in meeting Madame Savant.
stands for, but the characters will find out in chapter 2.)
Clue. When he saw her earlier, Julien heard Radaga
absent-mindedly humming a tune he’s often heard coming
ROSALIND ADDINGTON
from the Red Widow Theater. He wonders openly if she The human noble Rosalind Addington (ROZ-uh-lind ADD-
risked offending the duchess with an early departure to ing-ton) attends the Grand Masquerade with regret. She
attend the cabaret. wishes that she could instead retire to the quiet of her
family’s estate on Chateaufaux, the (in truth, nonexistent)
LADY OLIVIA STUART countryside surrounding Port-à-Lucine. Rosalind has
chronic insomnia but overextends herself in social
Nothing stops the human noble Lady Olivia Stuart (oh-LIV- situations, as it is expected that the people of Dementlieu
ee-uh STOO-ert) from doing what she wants and thinks is

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 10
act jovially in public. She lives in constant fear of her that she arrived unusually early for the masquerade, and
manners slipping and offending the duchess. left unfashionably early as well. Even more oddly, she
When the characters first see her, Rosalind is just normally always uses her crawling claw familiar to open
excusing herself from a dance partner and adjusting her doors, hold her glass, and so forth, but the creepy undead
bird mask—in response to which, feathers fall. The feathers hand was not with her this day.
make her nose itch incessantly, and with every scratch, she
covers her mouth as a reminder not to speak. (This can be a THE CLUES LEAD THE WAY!
fun faux pas challenge opportunity. If you act out Rosalind Send the table captain to the event administrators with the total
scratching her itchy nose, it might make a player number of clues uncovered by the characters. Any tables that
subconsciously touch their own nose while speaking.) gathered six clues earn the Superlative Sleuth story award, and
If asked about Radaga, Rosalind murmurs about the every table playing the epic is given a spell scroll as part of that
scholar’s horrid faux pas, and says she’s grateful that award. See “Story Award: Superlative Sleuth” at the end of part 1.
Duchess Saidra didn’t notice it. She says she hopes that if
she ever breaks etiquette, someone would be so kind as to WANDERING NPCS (ADMIN-RUN)
distract anyone from noticing.
Area. Any character who succeeds on a DC 15 Wisdom To bring the setting to life during the play of this epic,
(Perception) check to look around the area spots a folding special partygoers played by event administrators
fan discarded on a table. If given to Lady Olivia to help her approach each table to engage the characters and offer the
cool off, the characters have advantage on Charisma checks potential for additional rewards. An administrator might
while speaking with her. play one or all of these wandering NPCs, depending on how
Clue. When the city bell rang earlier, Radaga ignored many administrators the event has. Wandering NPCs
correct etiquette by failing to curtsy to the guests and their engage the players until each NPC has visited every table or
host. Rosalind has never seen her make such a faux pas part 1 of the adventure ends, whichever happens first.
before, whether at the ball or at their bimonthly dates at the
Moth Orchid Tea House. Rosalind might go on and on about WANDERING NPC 1: TSARRREVNA ARRRAYONA
how she never knows what to order, and the type of tea
Radaga always orders (Pleine Lune blend), and about how
PURRRFUNCTORY
Radaga’s hands are always busy fidgeting and moving her This tabaxi wears a paper-mache sun mask (doubling as a
tea leaves around her cup. starfish this night) and a flowing dress made of strips of
fabric. She approaches the characters to say, “Hello, I’m
ZOLANE THE APPOINTED BLESSED Tsarrrevna Arrrayona Purrrfunctory. This is a wonderful
song. May I have this dance?”
The largely inept half-elf priest Zolane (zoh-LAIN) was
gifted his position at the Mother of Tears Cathedral, but TSARRREVNA ARRRAYONA PURRRFUNCTORY
doesn’t really know what he should be doing. Tabaxi self-titled noble
Unfortunately, it’s been so long that he fears that if he
reveals his ineptitude, the duchess will be furious. (If this Tsarrrevna Arrrayona Purrrfunctory (zah-RRREV-nuh ah-rrray-AH-
comes up in roleplay or deception, you and the players can nuh purrr-FUNK-tuh-ree, with “rrr” representing rolled “r” sounds
decide what the priest’s unknown duties are). if possible) is a tortoiseshell tabaxi. A mane of thick fur along her
Zolane wears an ill-fitting robe and a mask festooned neck and head accentuates the sun mask she wears for the Grand
with beads and stones painted to resemble bees swarming Masquerade. Arrrayona is rather energetic, and is excited to get to
around a hive. He stands against a wall watching the other know guests she’s never met before.
guests. If asked about Radaga, he smirks, casually What They Want. Arrrayona wants to dance.
mentioning the black velvet mask she wore to tonight’s Not-So-Quiet Rebel Lion. In a land where everyone has little but
masquerade, and how much he would love to get a closer must pretend to have much, Arrrayona has lost patience with
look at it. the charade of Dementlieu. She chose her name and title as a
Area. Any character who succeeds on a DC 15 Wisdom rebellious act, knowing it could very well worsen her life—or
(Perception) check to look around the area notices a pair of end it. But if Duchess Saidra d’Honaire understands that
hairwork earrings with a stylized “L” dangling from them “tsarevna” is a title almost as powerful as duchess, she has
on the floor next to Zolane. These earrings belong to never seemed angered by it. In fact, it might well be her name
Captain Lasal, and returning them to her gives the that has gotten Arrrayona regular invitations to the Grand
characters advantage on Charisma checks made to speak Masquerade.
with her. The earrings are somewhat unusual for
Dementlieu, insofar as they appear to be actually valuable. The characters work together to choose one character to
Rather than being crafted of cheap lead wire covered in indulge Arrrayona in a paired dance, whose success is
paint, the earrings are made of fine silk hairs and braided determined by the character attempting a DC 10 Dexterity
into intricate designs that must have taken a master artisan (Performance) check. During the dance, Arrrayona
a great deal of time to complete. occasionally adds an almost imperceptive flourish to her
Clue. Radaga occasionally joined Zolane for services at moves, her gaze daring the character to add a personal
the Mother of Tears Cathedral, but he stopped inviting her touch to their own dance steps. A character who chooses to
when she pried too closely into what he did there. He says add a flourish to their steps makes the check with
disadvantage, but earns the respect of Arrrayona if they pull

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 11
it off. Any characters from Dementlieu have advantage on respected among the duchess’s court. He wanders the ball
the check. with undead puns and a tray of assorted finger foods,
saying, “Pardon me. I’m your necroserver, Basil. We must
INTERACTIVE ELEMENT: DANCE CONTEST! always dismember to party on a full stomach. Would you
The administrator portraying Arrrayona logs the names of all like some hors d’oeuvres? Of corpse you would!”
dancer characters who succeed on their Dexterity check, noting
the total of the check. At the end of this section, the BASIL
administrators choose one winner with the highest Dexterity roll, Human necromancer
breaking any ties among dancers with d20 rolls. The dancer with
Basil (BAY-zel) works on the d’Honaire estate as a server, but even
the highest roll is crowned Best Dancer at the end of the
that position is held only by those Duchess Saidra deems worthy.
masquerade (see “Contest Winners” below).
Though a relatively young necromancer, he is unmatched at his
With a successful check, the character’s dance moves craft.
impress Arrrayona, and she provides one tidbit of juicy What They Want. Basil wants every … body to have a good time.
gossip that might be helpful if the characters choose to He’s … risen to the occasion and brought his best undead puns.
speak with a particular partygoer. (If the character added a This is a very fancy party!
flourish to their dancing, Arrrayona provides two tidbits of Necroserver. Basil is often sought after for his quick and precise
gossip.) castings to help loved ones gain clear communication with the
Reading as Arrrayona, the DM chooses a bit of gossip dead. He has even more enthusiasm and skill for carrying out
related to one of the partygoers below (ideally an NPC the even darker deeds at the duchess’s command. Today, she
characters haven’t talked to yet): commands that he serve hors d’oeuvres. He’s into it.

 “Captain Lasal is said to have received her education at a Basil offers a tray of hors d’oeuvres to the characters,
prestigious naval academy—but the truth is, it was only whose contents are shown on handout 2:
her uncle’s alma mater. You might say she dove in
headfirst to get on-the-job training as an enlisted sailor—  Corpse flower nectar tarts
a perfectly legitimate way to earn rank and skills, and pay  Bearded devils (crispy shrimp heads with only a little
off family debts. But Lasal fears others’ judgment and mold)
losing what opportunities her manufactured history has  Stone rolls (large croutons)
gained her.”  Carrot sticks (an illusion covers how wilted they are)
 “Gilbert Moreno mysteriously gained access to the  Rat fingers (breaded, deep-fried rat legs)
duchess’s court, and since then has shown signs that he  Deviled griffon eggs
fears something else even more than her wrath.”  Bits and pieces (kitchen scraps mixed into salsa atop a
 “Julien Vallotton is a sly one. He listens and watches, fragment of bread)
exchanging secrets for compensation. But some of us are  Angel wings (stirge wings topped with house dressing)
perfectly aware of this, and choose to have him hear the
information we want him to spread.” Basil answers truthfully if asked about the ingredients in
 “Lady Olivia is a secretive one, but who among us isn’t? his appetizers, or a character who studies the food can
Still, for someone so reticent, she’s not good at hiding determine those ingredients with a successful DC 13
that she has secrets. Facial expressions and body Intelligence (Nature) check or Wisdom (Perception or
language tell all.” Survival) check. Any character who has proficiency with
 “Lisle Durand wants nothing more than to be cook’s utensils makes this check with advantage.
remembered. Simply calling them by their name is a Basil’s tray of hors d’oeuvres presents a faux pas
boost to their self-esteem.” challenge. The characters might remember (or you can
 “Rosalind Addington, like so many others, wishes for an allow a character with the Keen Mind feat to automatically
alternative to the lives we have here. The difference is remember) that they should not reach over other food lest
that Rosalind has a real opportunity to be out of constant they break etiquette rule three. A character can pick up a
view of the duchess and her expectations. She could go corpse flower nectar tart or a bearded devil without
live in the country at her family home.” reaching across foods, but to safely take any of the other
 “Zolane the Appointed Blessed doesn’t know up from hors d’oeuvres requires that the tray be turned, the
down. The duchess gave him his title, but he has no idea character use a mage hand spell, or other creative means. If
what he’s meant to do with it. By now, he’s far too afraid a character breaks etiquette and commits a faux pas, refer
to ask—but he cares little for others’ safety. Make sure to the “Let Me Count the Ways” sidebar and track the faux
you use your best manners when talking to him. He’s pas on the tally sheet of appendix A.
quick to expose someone else to cover his own Bone appétit!
shortcomings.”

WANDERING NPC 2: BASIL THE ATTENDANT


Wearing a zombie wooly mammoth mask, Basil is less a
guest than a member of the estate staff. However, he’s well

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 12
“PARTY’S OVER!” SAID THE
DUCHESS (ADMIN-RUN)
The event administrators announce the end of the
masquerade 60 minutes after it begins. At this point,
players should return to their tables if they’re not there
already.
By the end of the masquerade, each group should have
obtained at least three clues to locations elsewhere in the
city that Radaga is known to frequent. Multiple clues might
point to the same location, so if a group fails to uncover
clues to two sites, the table captain can go to a neighboring
table to ask the players there to share the clues they
gathered.

CONTEST WINNERS!
The dancer who cut a rug with Arrrayona and had the
highest Dexterity check (see the “Wandering NPCs” section)
wins the Best Dancer award. The character is awarded an
intricately folded paper fan, which the player can keep at
the table. The fan can be used to grant advantage on one
Dexterity check for a player at the winner’s table, or can be
given to another table. By giving the fan away, players at the
winner’s table can have advantage on two Charisma checks.
The table whose characters committed the fewest faux
pas win the Best Manners award. The party earns two tiny
meringue desserts, each of which can be used to grant
advantage on one Charisma check. The characters can also
choose to give one or both meringue desserts to a
neighboring table, with one character earning inspiration
for each meringue given away.

SUPERLATIVE SLEUTHS!
Any characters who find six clues at the
Grand Masquerade earn the respect of
Kabe Whippoorwill, and notice clues that
others don’t later in the adventure. Their
hard work also earns every table playing
this epic one spell scroll of comprehend
languages, compliments of Kabe.

DEVELOPMENT
The event administrators announce when it’s time to
proceed to part 2 of the adventure. In the meantime, the DM
should inform each player that their character has
advanced to 2nd level. The event allows 20 minutes for
players to advance their characters. Players can also use
this time to use the restroom, stretch their legs, or just talk,
but they shouldn’t stray too far. Everyone needs to be back
in time to begin part 2.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 13
PART 2: PORT-A-LUCINE
Estimated Duration: 60 minutes Smells and Sounds. The city is generally bustling with
citizens seeing to their daily tasks—and attempting to

ADMINISTRATING PART 2 look busier and more important than they actually are.
When the wind blows in from the water, the scent of salt
doesn’t quite manage to disguise a foulness to the air.
The event administrators announce the commencement of
part 2 of the adventure when it’s ready to begin. This part of WATCH MY DISGUISE
the adventure is a timed event. One of the administrators Characters who found four or more clues at the Grand
should use a stopwatch to determine that the following Masquerade each now have a city watch uniform. While wearing a
announcements and activities occur as prescribed below: watch uniform, a character has advantage on Dexterity (Stealth)
checks made to interact with the general public, but has
0 Minutes: The city awaits and DMs begin part 2 disadvantage on Dexterity (Stealth) checks and Charisma
40 Minutes: 20-minute warning announcement (Deception) checks made to interact with real members of the city
50 Minutes: 20-minute warning announcement watch.
60 Minutes: Time is up Moreover, at any moment that feels appropriate, you can
decide there is a 30 percent chance that a real member of the city
PORT-À-LUCINE watch notices the characters and become suspicious.

After gleaning clues from the attendees of the Grand JALABERT MUSEUM AND LEGACY
Masquerade, the characters must follow those leads across
the city of Port-à-Lucine in search of Radaga. Four possible LIBRARY
locations where Radaga is known to have spent time might
be followed up on: Characters can follow up on Radaga’s connections to the
Jalabert Museum and Legacy Library, provided by Captain
 Jalabert Museum and Legacy Library Lasal and Lisle Durand at the Grand Masquerade. They pass
 Mother of Tears Cathedral through the city’s cultural district en route to the small
museum, which is just one of many such spaces in the
 Moth Orchid Tea House
culture-rich Port-à-Lucine. The district boasts several large
 Red Widow Theater
art installations that pay homage to Duchess Saidra and her
reign over the city. However, close inspection of any of the
Which and how many locations the characters choose to
pieces reveals that they are dented, stained, and crumbling.
visit is dependent on what clues they received, their
preferences, and the time allowed.
A set of grand stairs leads up to the Jalabert Museum and
Themes: Social decay, well-to-do, feigned niceties Legacy Library. But as you pass through the entrance, you
realize the museum is as silent as a tomb. To one side of the
KEEPING A LOW PROFILE hall, a human woman sorts and organizes the contents of a
Since being open about their goal of finding Radaga might attract
book cart. She appears surprised to see visitors.
unwanted (and socially unacceptable) attention, the characters
must mask their investigation. Knowing that Radaga is well placed
within Duchess Saidra d’Honaire’s circle, the easiest cover story Themes: Loneliness, forbidden knowledge
consists of seeking the scholar in the hope of obtaining an
invitation to the next Grand Masquerade, to be held the following AREA INFORMATION
week. The area has the following features.

AREA INFORMATION Dimensions. The museum’s grand foyer features ample


open space, and is approximately 100 feet on a side.
The city of Port-à-Lucine has the following features. Heavy double doors separate the foyer from the
building’s east and west wings. A large desk covered in
Dimensions and Terrain. This port city lies along the Sea books is centered on the rear wall of the foyer.
of Sighs, and encompasses Pernault Bay and Lucine Bay. Lighting. Driftglobes mounted at fixed positions along the
Its glitzy, wealthy facade belies the decay and ruin shot walls fill the museum with bright light.
through its streets and buildings. Sounds and Smells. The air is heavy and musty, as if the
Light and Weather. A heavy fog roils beyond the city docks building has been sealed up for years. Footsteps ring
to drift into the business and residential areas. It diffuses soundly against the marble floor as the characters walk.
the light from the sun during the day and reflects the
moonlight at night. ISOLDA SAVANT
Human curator

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 14
Isolda Savant (ee-SOL-duh sav-AHNT) is a tall, broad-shouldered mimic, and is desperate for that cup of tea. As she and the
woman with ochre skin, a deep-blue headscarf, and a severe look characters return to her desk to sit and talk, use the
on her face. If asked about her favorite books, her brown eyes following information to guide the conversation.
glisten, her wide mouth grins, and she’ll talk the listener’s ear off.
How Did You and Radaga Meet? “I’ve never actually met
What They Want. Adding volumes to the library’s collection is
Radaga, but I understand that she has been asking
Isolda’s singular passion in life. She’s constantly searching for
dangerous questions. One of my fellow archivists was
new books carried by travelers, though she’s frequently
assisting her with her so-called research until they were
disappointed by the museum’s lack of patrons.
too uncomfortable to continue. They directed her, it
Bibliophile. Isolda would gladly spend the rest of her days
surrounded by the volumes she cares for, preferring the quiet
seems, to me. She persuaded Lisle Durand to introduce
of the archive to a more social life.
us, but frankly, I’m glad we haven’t met. I’m loath to deter
the pursuit of knowledge, but I don’t think this Radaga
DUE DATE has good intentions.”
What has Radaga Been Studying? “It’s all been very
If the characters bring the book given to them by Captain strange. My coworker tells me she’s been looking into
Lasal and return it to Isolda, she nods gratefully—but not methods of contacting some sort of otherworldly beings.
before narrowing her eyes at the thought of someone losing She’s lucky she didn’t come to return that book. I’d give
track of one of her books. her a talking-to about meddling in things she doesn’t
understand.”
LISLE’S FAVOR Where Might We Find Radaga? Isolda purses her lips
Mentioning either Radaga or the favor she asked of Lisle when questioned about Radaga’s whereabouts. A
Durand draws a deep sigh from the archivist. A successful charismatic appeal or a persuasive argument can sway
DC 15 Wisdom (Insight) check reveals that Madam Savant her to procure the library’s register of borrowers, which
disapproves of Radaga and what she sees as Radaga’s details the name of the apartment complex where Radaga
manipulation of Lisle. is staying: Vallotton Villas.

MANY HANDS MAKE LIGHT WORK MOTHER OF TEARS CATHEDRAL


If the characters begin asking questions of Isolda, she Characters who follow up on Radaga’s connections to the
gestures to the number of books she needs to sort through Mother of Tears Cathedral, provided by Gilbert Moreno and
before the end of the day. “If you can help me return these Zolane the Appointed Blessed at the Grand Masquerade, can
books to the stacks, I’ll be glad to sit and chat with you over arrange to attend services at the cathedral, in the heart of
a cup of tea.” Port-à-Lucine.

THE STACKS The modest Mother of Tears Cathedral is dedicated to Ezra,


Isolda opens the heavy doors to the west wing of the God of the Mists. The air within the sanctuary is filled with the
building, gesturing for the characters to enter so she can sobbing cries and mourning wails of worshipers, all gathered
lock the door behind them. Above the door is stenciled the around an impressive ivory statue of Ezra, who weeps into her
phrase: “Only by looking back can we find the way hands with her sword and shield set beside her.
forward.” Beyond, the west wing is filled with rows and
rows of bookshelves, all full of books of varying ages—from Themes: Abuse of power, uselessness of inaction, secrecy
delicate volumes with crumbling leather covers, to newly
copied tomes that practically still smell of fresh ink. EZRA, GOD OF THE MISTS
Isolda and the characters can make short work of her Of all the deities worshiped in Ravenloft, Ezra might well be the
shelving, with the characters carefully carrying stacks of only one who exists in a role that can be considered benevolent.
books while navigating the tight space between shelves, and Some followers of Ezra—including the clergy and worshipers
not tripping over cozy reading chairs and small tables. A found at the Mother of Tears Cathedral—teach that it is better to
character who succeeds on a DC 13 Dexterity check passively mourn and weep for the horrors of the world than it is to
manages their tasks without dropping their books. actually combat and defeat them.
Unexpected Visitors. At one point, in between two stacks
of bookshelves, a bookcase suddenly pivots to block the AREA INFORMATION
party from Isolda. The shelf is a mimic, accompanied by The cathedral has the following features.
two swarms of animated books. Any character who failed
their Dexterity check while shelving made enough noise Dimensions. The cathedral’s inner sanctum measures 100
dropping books that the mimic and the swarms of animated feet wide by 150 feet long, making it large enough to host
books are drawn to them instead of Isolda. significant numbers of the city’s worshipers. Tall arched
windows line the sanctum, with the statue of Ezra
TALKING TO ISOLDA presiding over all present from the far end.
Even after the characters take care of the threat, Isolda Lighting. The windows are illuminated magically, filling the
remains startled by the treacherous books and the shelf sanctuary with bright light.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 15
Sounds and Smells. Murmurings abound as those whatever Radaga was doing, but that the characters will
attending service converse with each other or offer happily help him cover it up is easily done.) The characters
prayers and thanks to Ezra. The scent of snuffed-out might also attempt to distract Zolane or disguise their
candles lingers in the room. search.

SUPERLATIVE SLEUTHS! THE VAULT


Characters with the Superlative Sleuth Investigating the area where Radaga was snooping around
story award find Radaga’s handkerchief brings the characters to the cathedral’s cloakroom, where
that Gilbert Moreno had blessed, carefully any thorough search spots a secret trap door—a 5-foot-by-
folded at the statue’s feet. A character 5-foot section of flooring that is slightly lower than the rest
holding the handkerchief has advantage of the floor. Any character who succeeds on a DC 11
on one Wisdom (Insight) check. The Intelligence (Religion) check recalls that most cathedrals
handkerchief can also be given away to another table, boast an underground storage facility to protect their holy
granting the table of the characters who found it advantage relics.
on two Intelligence checks. Story items are usable only Opening the Vault. Any character who has proficiency
during the adventure in which they are earned. with mason’s tools or the Stonecunning trait, or who makes
a successful DC 18 Intelligence (Investigation) check, can
CREATURE INFORMATION work out how to open the vault’s entrance by depressing
Zolane the Appointed Blessed loiters in the cathedral’s and rotating the lowered section of floor, which secures it
antechamber, outside the sanctuary. If the characters didn’t under the adjoining floor. The entrance to the vault isn’t
meet him at the ball, he eyes them suspiciously. trapped, but manipulating the stone flooring requires that
two characters work together—one succeeding on a DC 16
ZOLANE THE APPOINTED BLESSED Strength (Athletics) check and the other succeeding on a DC
Half-elf tattletale priest 16 Dexterity (Sleight of Hand) check simultaneously.
The door grinds open, revealing a flight of stone stairs
Zolane (ZOH-layn) is a tall, thin man with bright blue eyes, tidy that descends into darkness. At the bottom of the stairs, a
blond hair, and steely features with a light purple undertone. He passage 50 feet long extends under the cathedral’s
often feels judged, and imagines the worst about what others sanctuary. Any character with a passive Wisdom
think of him—true or not. To deflect attention from himself, he is (Perception) score of 16 or higher notices two sets of
the first to accuse others of misdeeds—true or not.
footprints in the dust on the stone floor of the hall. At the
What They Want. Zolane wants to be in the duchess’s good end of the passage stands a door with two locks and two
graces. levers on either side. The levers don’t open the door, but
You Can’t See Me. Zolane’s title was given to him by the duchess, each must be pulled up to allow the lock to be picked with a
but she never told him what it means or what his role at the successful DC 13 Dexterity check using thieves’ tools.
cathedral is meant to be—a fact he doesn’t feel safe admitting What’s in the Box? The vault is in a state of disarray.
to anyone. He’s so afraid that someone will notice his lack of From the disturbances in the dust of the floor, it is apparent
knowledge that he tries to catch others in their own failures, that someone entered here recently, looking for something.
hoping it takes attention off him. Aside from dusty tomes and moldering scrolls, all
unreadable, the only thing of note is a 2-foot-by-3-foot
If asked about Radaga, Zolane says he hasn’t seen the jeweled box. Its lid has been removed and tossed aside,
scholar as of late. According to him, that’s probably for the suggesting that the intruder claimed whatever was inside.
best, as it seems like she’s up to no good. He expresses When the characters emerge, Zolane is waiting anxiously
concern that the duchess will find out about Radaga’s in the cloakroom. If they explain what they’ve found below,
mysterious research, but any character with a passive he seems more distressed about the duchess finding out
Wisdom (Insight) score of 13 or higher gets the distinct about the robbery than the break-in itself.
impression that Zolane is likely to have an active role in the Treasure. The characters can claim the empty jeweled
duchess “finding out.” He also reveals that he heard a rumor box.
that Radaga asked her landlord if she could paint the door
to her apartment red—something about warding off evil.
The priest rolls his eyes at the notion. MOTH ORCHID TEA HOUSE
Radaga’s behavior has started to affect Zolane’s work as
well. He’s caught her skulking around the sanctuary, Characters who follow up on Radaga’s connection to the
lingering after services—poking around like she’s looking Moth Orchid Tea House, provided by Lady Olivia Stuart and
for something in the northeast corner of the sanctuary, near Rosalind Addington, make their way through the city
the cloakroom. toward the popular shop. All locals know that the tea house
The characters have a number of options for is named for an orchid that grows well in darkness.
investigating the cathedral further to see what Radaga was
up to. If they wish to involve the Appointed Blessed, they
might try to talk Zolane into cooperating with them (a DC
18 Charisma (Intimidation or Persuasion) check).
(Convincing him that his superiors might blame him for

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 16
You find the Moth Orchid Tea House among many other PLEINE LUNE BLEND, PLEASE
boutiques in an elegant and exclusive section of the Port-à- Characters who learned of Radaga’s go-to tea, Pleine Lune
Lucine business district. Small cafe tables line the sidewalk in blend, from Rosalind Addington might order it for
front of the shop’s large picture window, and a bell chimes themselves. This results in an almost imperceptible rise of
over the door as you enter. Esemir’s eyebrows.

Themes: Covert communication, fortune telling TEA TIME


When the characters have ordered, Esemir nods quietly and
AREA INFORMATION escorts them to a private booth in the shop’s back room,
The tea house has the following features. then draws the curtains closed. Not long after, a server
appears to set cups and steaming teapots in front of the
Dimensions. The tea house is more extensive than it characters, all of whom notice the cups’ unusual glazing.
appears from the outside, featuring a front area The outside of each cup is decorated in a colorful floral
approximately 20 feet by 60 feet, much of which is taken pattern, while inside is a thin outline of an orchid with five
up by small tables, chairs, and a long counter where petals. Between each petal are five symbols.
customers place their orders. At the far end of the A character who has proficiency with an herbalism kit or
counter hangs a dark velvet curtain the same sapphire who succeeds on a DC 12 Intelligence (Arcana, Nature, or
color as the walls, which divides the front seating area Religion) check recognizes that the cup is perfectly
from a 40-foot-by-30-foot back room with booths built designed for fortune-telling—and for passing messages.
into the walls. Each booth has its own velvet privacy (The characters can also learn this from Esemir with
curtain. suitable roleplaying.) People either allow the tea leaves to
Lighting. Magical wall sconces shed bright light throughout fall where they will to predict their fortune, or they covertly
the front room, and light streams in the large picture move the tea leaves where they want to pass secret
window at the front of the building by day. The back messages to those who know how to read the leaves.
room is decidedly darker, with dim light shed by fixtures “Handout 3: Reading Tea Leaves” shows the interior of
hanging from the ceiling. the cup, and sets out the basis of using the tea leaves to
Sounds and Smells. An earthy scent is prevalent from predict the future, as discussed below.
various tea canisters and the wooden floorboards that
creak under the characters’ feet. The delicate clinking of TEA READING
china cups rises above the gentle hum of conversation.
The pattern inside the cup is representative of aspects of
HOW CAN I HELP YOU? the drinker’s life, as noted in handout 3. The orchid has five
petals whose meanings are as follows (working clockwise
The shop’s proprietor, Esemir Marek, calls out to the
from bottom right):
characters as they enter: “I’ll be with you in just a moment!”
She then finishes rearranging canisters behind the counter
Self: Tea leaves left here represent you.
before approaching her new customers.
Relationships: Tea leaves left on this petal represent
people connected to you.
ESEMIR MAREK Home: Leaves resting here represent your home life.
Human tea-monger Career: Leaves here refer to your work life.
Esemir Marek (ESS-uh-MEER MARE-eck) is a short, heavyset World: Tea leaves resting on this petal speak of a global
woman with orange-brown skin, dark-green eyes, salt-and-pepper matter.
hair, and a friendly smile. She could pass as anyone’s doting aunt,
but her sharp eyes size up any newcomers to her shop quickly. Five symbols are stamped between the petals, symbolizing
the following:
What They Want. Though the tea house looks pleasant enough
from outside, it is a frequent gathering place for local ne’er-do- Acorn: Gains
wells, and Esemir protects their secrets with her disarming Anchor: Safety
charm. Candle: Help
Read Between the Lines. Esemir is a charming confidante and Dagger: Dangers
attentive listener. It’s almost as though she’s trying to decipher Scissors: Losses
a second level of meaning in your words.
The three columns at the bottom of handout 3 show the
ASSAM, SUGAR various shapes that the tea leaves might take on the bottom
of the cup. The positions of a shape in relation to the petals
If a character noted Lady Olivia Stuart’s subconscious of the orchid and the symbols outside it is what reflects the
recollection of her order in part 2 using thieves’ cant signs, drinker’s fortune.
they can place the same order with Esemir using thieves’
cant. A character who does so has advantage on Charisma
checks with Esemir during this encounter.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 17
CLUMPED TEA LEAVES SHAPE The Red Widow Theater becomes visible blocks before you
After a character drinks their tea, they can use handout 3 arrive there, thanks to the enormous arachnid sculpture on
to show where their tea leaves land—or where they are the roof, towering above the other buildings of the cultural
covertly moved to if they want to try using the leaves to district.
create a hidden message. To randomly tell their fortune, a
player drops any number of d12s onto handout 3 so that
Themes: Lively music, decadent pleasures, shady dealings
d12 Shape Possible Meaning
1 Bell Outside demands AREA INFORMATION
2 Bird Good fortune
3 Clock Time passing The theater has the following features.
4 Circle Achievement, perfection
5 Diamond Material well-being Giant Spider. The gigantic spider statue on the roof is a
6 Egg New beginnings garish crimson color, with a black hourglass shape on its
7 Flower Growth and healing abdomen. At night, the statue is illuminated with dancing
8 Heart Love and happiness crimson lights that give it an even more foreboding
9 Key Solutions revealed appearance.
10 Square Learn from mistakes Dimensions. Inside the theater, the main performance area
11 Mountains Challenges overcome is approximately 60 by 60 feet, with a stage 30 feet deep.
12 Snake Enemies, falsehoods A dozen tables scattered around the room seat either two
they land in the teacup. The areas the dice landed in (the or four guests. Small alcoves along the walls
nearest petal and icon) and the shape determined by the perpendicular to the stage provide darker spaces for
roll on the d12 generates the tea leaf reading, which the darker deeds.
character can interpret as they feel is appropriate. Lighting. Footlights run the length of the stage to illuminate
To send a covert message to the server, a character the performers, but the rest of the area is dimly lit. Each
describes what the server sees when they look at the table features a small nonmagical lantern that sheds
character’s teacup, and what message they are trying to bright light in a 5-foot radius and dim light for an
send. additional 5 feet.
Sounds and Smells. When performers are not on stage,
lively music is projected into the room and the tables are
TALKING TO ESEMIR pushed to the perimeter to allow for dancing. The rich
The characters might send a message through the server to redolence of lacquered wood mingles with the scent of
Esemir, asking to talk to her about Radaga directly. Or they dozens of enthusiastic dancers.
might try to ease into the discussion by asking her about
the art of tea leaf reading. Either way, when the ARE YOU THE NEW TROUPE?
conversation turns to Radaga, use the following information Some of the performers at the Red Widow like to play
to guide it: pranks on visitors they don’t recognize, acting like the
characters are the new talent that has been hired for an
How Did You and Radaga Meet? “Radaga started coming evening’s festivities. Unless confronted and told to stop, the
here to ask questions in her search for hard-to-find and performers herd the characters on stage as soon as they
rarely discussed items and knowledge.” appear, chanting encouragement for them to entertain the
Where Might We Find Radaga? “From time to time, she crowd. The characters can decide how they perform
spoke of her dealings with her landlord, Julien Vallotton. (whether individually, in pairs, or all together) and what
Perhaps if you head to the cultural district and ask for kind of performance they want to create. Various theater
directions to his property, you might find her.” props are available backstage to aid the characters,
(Characters who do so are informed that the orc landlord including but not limited to:
owns an apartment block called Vallotton Villas.)
 A coffin
RED WIDOW THEATER  Acrobatic hoops
 Batons that can be lit on fire
Characters who follow up on Radaga’s interest in the Red
 A feather boa
Widow Theater, provided by Araignêe Stoermer and Julien
Vallotton at the Grand Masquerade, can make their way to
One of the performers acts as an emcee, introducing the
the notorious cabaret. The Red Widow caters to those who
party. “Hello, friends and other fine folks! We’re pleased to
wish to indulge in life’s pleasures as a way to escape its
introduce to you tonight to our newest act …” The emcee
hopelessness. It’s also frequented by arachnid shapeshifters
then leans into the characters to catch their troupe’s name.
like Araignêe, who tempt attendees with danger and
(Let the players come up with one quickly.)
decadence before preying upon them.
You can allow players who want to go along with the ruse
to roleplay the characters’ attempts to entertain the crowd,
or call for ability checks of your determination. If the
characters successfully entertain the crowd, they earn a bit

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 18
of notoriety in the city, granting each character advantage MY, WHAT BIG EYES YOU HAVE
on their next Charisma check. The players can additionally
grant this benefit to one other table of their choice. If the characters explore the Red Widow more fully, either
before or after talking to Araignêe, they stumble upon a
shapeshifter performer who has lured a reveler into one of
A MEMORABLE MEETING the cabaret’s dark alcoves—and is clearly about to murder
Araignêe Stoermer is warming up for her next performance them. If interrupted, the creature shifts into their phase
while the characters are on stage (or while they refuse the spider form and attacks. While the reveler comes to their
invitation from the other performers). She wanders over to senses and flees, the shapeshifter fights to the death.
say hello, either remembering them if they met her at the
Grand Masquerade, or out of general interest. INTERACTIVE ELEMENT: RED WIDOW REVENGE
When the shapeshifter performer is killed, send the table captain
ARAIGNÊE STOERMER to report the killing to the event administrators. After 10 percent
Human (shapechanger) actor of the event’s tables kill the shapeshifter performer, the event
Araignêe Stoermer (ah-REN-yeh STOR-mehr) takes on many guises administrators announce the following ramifications.
as an arachnid shapeshifter. But the one she uses in public is that Red Widow staff found the lifeless bodies of their coworkers.
of a human woman with near-translucent skin bearing pale yellow Any parties currently within the Red Widow Theater are
undertones, black-brown eyes, and whisper-thin strawberry-blond immediately kicked out, without finishing their investigation or
hair. When working the Red Widow Theater, she is casually interviews. All field operatives are now banned from entering the
dressed in a flowing ensemble fit for acrobatics. Red Widow Theater. The performers at the Red Widow grieve
their coworkers’ murder and seek revenge.
What They Want. Araignêe is a shapechanger who feeds on For each further location entered in part 2 and for each location
humanoids—and her primary desires are all centered on her entered in part 3, each DM rolls for a 50 percent chance that a
next victim. Red Widow performer hunts down the party, transforms into a
And All That Jazz. The vibrant nightlife of Dementlieu suits phase spider, and attacks. This Red Widow revenge encounter is
Araignêe, and she enjoys toying with her conquests before triggered once for each table.
escorting them to their end.

TALKING TO ARAIGNÊE DEVELOPMENT


Araignêe is happy to talk to the characters, assessing them The event administrators announce when it’s time to
as possible allies—or victims. If she’s asked about Radaga, proceed to part 3—the exciting climax of the adventure.
she says she hadn’t seen the scholar in a week or more
before the Grand Masquerade. After the ball, she expected
to meet with Radaga at the Red Widow, but Radaga hasn’t
turned up. Use the following information to guide the rest
of the conversation.

How Did You and Radaga Meet? Araignêe claims that it’s
natural for performers and audience members to mingle
after shows, but a successful DC 13 Wisdom (Insight)
check hints that her relationship with Radaga is more
complicated. If pressed further, the acrobat confesses
that Radaga originally began attending the cabaret’s
performances because of the dark rumors surrounding
them. “Radaga was … looking for something. She
wouldn’t tell me what. She questioned me so thoroughly,
and seemed disappointed when she found out that some
of my fellow performers and I can … work up an
appetite.”
Where Might We Find Radaga? Araignêe has grown fond
of Radaga, regardless of what trouble the scholar seems
to have gotten herself into. She’s told the other
shapeshifters at the Red Widow that Radaga is under her
protection, and watches from a window on the cabaret’s
upper floor to make sure she gets home safely. “She
doesn’t live far from here. Though I’ve never visited, I
know she walks home after performances, and I can see
her turn into a street down the block. The Rue du Bercy.”

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 19
PART 3: SOMEONE LEFT IN A HURRY
Estimated Duration: 60 minutes Themes: Stealth, break-in, possession, mind control

AREA INFORMATION
ADMINISTRATING PART 3
Vallotton Villas has the following features.
The event administrators announce the commencement of
part 3 of the adventure when it’s ready to begin. This part of
Dimensions and Terrain. The apartment complex
the adventure is a timed event. One of the administrators
occupies a city block about 200 feet by 300 feet in size. It
should use a stopwatch to determine that the following
quickly becomes clear that the complex is glamoured to
announcements and activities occur as prescribed below:
look better maintained than it actually is. Its wallpaper is
patched with mismatched scraps, and its fine gilding is a
0 Minutes: “Further Investigation” announcement
shimmering illusion over plain brown paint. Each of the
40 Minutes: 20-minute warning announcement
building’s residents uses varying amounts of decoration,
50 Minutes: 20-minute warning announcement
illusions, and upkeep on their apartment doors.
60 Minutes: Time is up
Lighting. Hallways in the building are bright in some places
and dimmer in others, depending on the residents’
FURTHER INVESTIGATION (ADMIN-RUN) preferences.
The characters’ investigations into Radaga’s whereabouts
have turned up information leading them to her POSSIBLE APARTMENTS
residence—an apartment with a red door at Vallotton Villas
From the clues gathered in part 2 of the adventure, three
on the Rue du Bercy. An event administrator reads the
potential apartments appear to be Radaga’s. The players
following:
can choose which apartments their characters check, but
they don’t need to visit them all.
You’ve infiltrated Duchess Saidra’s d’Honaire’s Grand
Masquerade ball, learned of a number of locations where Apartment One: This dark red door is ill lit, and easy to
Radaga has been recently seen, and gathered clues pointing to mistake for an off-lobby storage room. A large
her residence. After comparing notes with Alanik Ray’s other concentration of partying residents mills about here.
field agents, you are looking for a red door within an Apartment Thirteen: This dark red door is poorly
apartment complex called Vallotton Villas, down Rue du Bercy decorated. A group of six laughing friends congregates in
in the cultural district. front of the door—one of whom is Lisle Durand.
When you arrive there, Rue du Bercy is illuminated by a Apartment Twenty-Two: This dark red door has been
rainbow of magical and mundane lighting, and is clogged with freshly painted, and stands at the end of the hallway. The
an unorganized parade of costumes and merriment. Fresh door is somehow easily overlooked, and any character
illusions make the facades of buildings in the cultural district who studies or touches it confirms that an illusion is
sparkle. Vallotton Villas shines with gilded trim, new crimson being used to make the door more innocuous. Fourteen
of the apartment building’s young residents, too excited
paint, and fluttering flags that seem to say: “Better to stay in
to go to sleep during the cultural district’s nightly
here.”
festivities, play in front of the door.
Residents dressed in their best finery fill the street and the
apartment courtyards in a festive intermission before their
next party or show. Finding and gaining access to Radaga’s
AVOIDING NOTICE
apartment unnoticed won’t be easy. Countless people (mostly human commoners and nobles)
mill about around and inside the apartment block, whiling
DMs should then proceed with “Is Anyone Home?” away their time until their next cultural event. For the most
part, situations where a character must pass unnoticed or
otherwise avoid attention require a successful DC 12
IS ANYONE HOME? Dexterity (Stealth) check. Alternatively, a character can
blend in with the crowd with a successful DC 12 Charisma
Clues obtained in part 2 lead the characters down Rue du (Stealth) check—unconventional but effective. This check is
Bercy to an apartment block where Radaga is rumored to made with advantage if you feel that the character making it
reside. The street out front and the building’s hallways are has a suitable distraction.
crowded with residents celebrating and gossiping—and You can decide which characters need to keep a low
bargaining, manipulating, and pleading for invitations to profile based on what they’re doing. You can also determine
the next Grand Masquerade.
how badly a check needs to be failed that the city watch is
The characters must make their way to Radaga’s
summoned, and whether the characters can talk their way
apartment, then find her. If unable to find her, they must
out of bad checks with roleplaying.
seek out clues about what might have happened to her.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 20
THE PORT-À-LUCINE WATCH characters found the copper key in part 1 and returned it to
Julien, this check is made with advantage.
If summoned, the city watch responds with a squad of two
veterans led by a knight. This is a more-than-deadly
encounter for 2nd-level characters, and wastes valuable APARTMENT THIRTEEN: ABSENT
time. If the watch is summoned, the characters can placate
the members of the patrol by promising that everything
NEIGHBORS
was a misunderstanding, that they’re terribly sorry, and so The door to this home is locked, and requires a successful
forth. However, if repeatedly called out to investigate DC 15 Dexterity check using thieves’ tools to open.
wrongdoing, members of the watch will quickly run out of Attempts to pick the lock first require a successful check to
patience. avoid notice (see “Avoiding Notice” above and “Creature
Information” below).
WATCH MY DISGUISE
Characters who found four or more clues at the Grand
Masquerade each now have a city watch uniform. While wearing a
CREATURE INFORMATION
watch uniform, a character has advantage on Dexterity (Stealth) If the check to avoid notice fails by 5 or more, Lisle Durand
checks made to interact with the general public, but has spots the characters where he and a group of friends
disadvantage on Dexterity (Stealth) checks and Charisma congregate nearby. He recognizes them from the
(Deception) checks made to interact with real members of the city masquerade (even if the characters didn’t interact with him
watch. there), asking the characters how they enjoyed the ball, if
Moreover, at any moment that feels appropriate, you can they know the people who live in the apartment, why they
decide there is a 30 percent chance that a real member of the city are here, and so forth.
watch notices the characters and become suspicious.
LISLE DURAND
APARTMENT ONE: JULIEN VALLOTTON Human self-conscious noble
Lisle Durand (LEEL duh-RAHND) is a buff figure of average height,
The door to this apartment is locked, and requires a
with yellow-brown skin, darting brown eyes, and short black hair.
successful DC 15 Dexterity check using thieves’ tools to
They seem to never stop moving, and are constantly adjusting
open—or the copper key found near Julien Vallotton at the
their garments, glancing about, or fussing at other people. An
Grand Masquerade. Attempts to pick the lock first require a astute observer might notice that Lisle’s reluctance to hold still for
successful check to avoid notice (see “Avoiding Notice” even a moment is an attempt to hide their threadbare finery and
above). On a failed check, the crowd pushes characters fraying garments.
away from the residence either in anger or merriment,
depending on the characters’ behavior. What They Want. More than anything, Lisle Durand wants
everyone to know their name.
CREATURE INFORMATION Social Butterfly. Lisle is inquisitive, wanting to know everything
about the characters and their presence in Dementlieu.
Julien Vallotton is at home. If the characters break into his
apartment or open the door using the copper key found in Lisle doesn’t know Radaga’s apartment, but says they’ve
part 1, he is incensed at the unwanted intrusion. He calls always imagined it as having some manner of creepy magic
out for the city watch to remove the trespassers if they about it. They confirm that they did see Radaga’s door key
don’t leave on their own. once, and noted that it was made of iron. With a successful
DC 13 Charisma (Deception, Intimidation, or Persuasion)
JULIEN VALLOTTON check, a character can convince Lisle and their friends to
Orc secrets broker and landlord congregate elsewhere.
Characters entering the apartment find very little of any
Whether out on the town or relaxing at home, Julien Vallotton
value. It is decorated sparsely, and the setup of the
(joo-lee-EHN val-oh-TOHN) has a keen interest in others’ secrets—
bedroom and closets suggest that a couple lives here. Any
and a strong desire to keep strangers away from his own secrets.
character searching the apartment who succeeds on a DC
What They Want. In addition to his profession as a landlord, Julien 13 Intelligence (Investigation) check finds an envelope
trades in secrets. A keen observer, he is adept at blending into tucked behind a pedestal by the front door. The envelope is
social situations and filing away what he hears for future use. labeled as being from “The Shadow Archives” and
Keeping Watch. Julien respects his tenants’ privacy in their own addressed to “Apartment Twenty-Two.” If opened, the
homes. But he feels justified to exploit anything he observes characters find a note (handout 4).
and overhears in public.
If the characters choose instead to knock on the door, SUPERLATIVE SLEUTHS
Julien answers. Presuming that their interaction with him
isn’t immediately hostile, he identifies Radaga’s residence Characters with the Superlative Sleuth
to any character who succeeds on a DC 15 Charisma story award who search the apartment
(Deception, Intimidation, or Persuasion) check. If the also find a note left by one of the

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 21
apartment’s residents for the other (see “Handout 4: The possessions while she is away, throwing objects from its
Couple’s Note”). It reads as follows: hiding spaces at the intruders (+2 to hit; 1d4 bludgeoning
damage). See the “Creature Statistics” section for the
“While you were out, it happened again. I saw that ‘thing’ crawling claw’s stat block and additional features.
alone in the lobby, getting her mail. It dropped an envelope Wherever the characters go in the apartment, the hand
uses magic Radaga has imbued into the walls to write
when I tried to shoo it outside. I don’t know why Julien allows
threatening messages: “Leave,” “Do not harm Radaga,” “Do
her to keep that around when he doesn’t allow pets. And it’s
not take what is hers,” and so forth.
been alone in her apartment for who knows how long today.
When I get back from my visit, I hope you will have spoken to
CRAWLING CLAW FAMILIAR
Julien about this. It shouldn’t be here.”
Creepy undead hand
Once the hand of a powerful mage, Radaga’s undead familiar is
If the players share the couple’s note with another table fiercely protective of its friend.
that does not have this story award, the characters have
advantage on Charisma (Persuasion) checks when they What They Want. To protect Radaga.
enter Radaga’s apartment. Best Familiar Forever. The crawling claw worries about Radaga,
and is willing to fight sinew and nail to make sure she is safe.
APARTMENT TWENTY-TWO: RADAGA RADAGA’S SECRETS
The door to this apartment is locked, and requires a Any character who succeeds on a DC 20 Intelligence
successful DC 15 Dexterity check using thieves’ tools to (Investigation) or Wisdom (Perception) check finds the
open—or the iron key found near Lady Olivia Stuart at the crawling claw where it hides. The characters can also
Grand Masquerade. Attempts to pick the lock first require a convince the crawling claw that they have come to help
successful check to avoid notice (see “Avoiding Notice” Radaga with a successful DC 10 Charisma (Persuasion)
above and “Creature Information” below). If the characters check. If convinced to stand down, Radaga’s familiar is
announce that they’re looking for Radaga (whether in the relieved, and speaks to the characters by way of the writing
course of knocking on the door or simply speaking together on the walls. “I kept that parcel to show someone. Radaga is
outside the door), her crawling claw familiar (see “Creature not safe. She is not right. Something is not right. We must
Information”) takes notice and unlocks the door for them. find her. We have to help.”
A search of Radaga’s apartment finds her dresser and
wardrobe empty of important personal possessions.
AREA INFORMATION
Necessities, scholarly books, and most magic items that
Radaga’s apartment has the following features. once might have been here have all been packed up and
taken away. From all evidence, it appears that Radaga has
Dimensions and Terrain. The 20-by-50-foot apartment is left and has no intention of returning.
separated into front room, office, bedroom, and With a successful DC 15 Intelligence (Investigation)
bathroom. It is cluttered with books, maps, research check, a character finds a recently wrapped parcel hidden
notes, oddities, and everyday items that have seemingly under a chair. (The crawling claw kept it from being taken
been thrown around. (This gives Radaga’s familiar a lot of with the rest of Radaga’s belongings). Inside are a number
objects to hide behind or throw at the characters.) of cryptic notes seemingly passed from one person to
Lighting. The apartment is dark except for light the another, with two distinct handwriting styles seen on the
characters bring with them. scraps of paper.) The text of the argument can be seen in
“Handout 5: Radaga’s Notes”.
CREATURE INFORMATION A character who studies the notes in greater detail and
The children playing outside the apartment are curious, succeeds on a DC 12 Wisdom (Insight) check notices that
having never seen the characters in the building before. even though they were written by two people, the notes
They approach any characters who fail to evade their keen were all written using the same ink pen.
notice, cheerfully asking why the characters are there, if
they’ve been to the duchess’s Grand Masquerade, what it TREASURE
was like, and so forth. With a successful DC 15 Charisma
check using an appropriate skill, the characters can Misplaced when Radaga’s belongings were packed up, a jar
convince the children to go somewhere else. If the check of rotsalve has rolled under the bed (see “Handout 6:
fails by 5 or more, the children take the characters for Character Rewards”).
intruders and call for Julien (see “Apartment One” above)
and the city watch. LET’S GIVE HER A HAND!
In addition to the children outside the apartment, If the characters interact with Radaga’s
Radaga’s crawling claw familiar—the desiccated, animated crawling claw familiar and make it clear
hand of a long-dead mage colleague—is inside. If the they are looking for Radaga with the intent
characters enter uninvited, the familiar suspects that the of helping her, they earn her familiar’s
characters are trying to steal Radaga’s dark secrets or trust. The crawling claw travels with the
wishing to harm its best friend. It protects Radaga’s

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 22
party as a DM-controlled NPC through the next few
adventures in the campaign, hoping the characters help it
reunite with its friend.

WRAP-UP (ADMIN-RUN)
With the characters’ investigation at Vallotton Villas done,
the adventure finishes up with them returning to Kabe
Whippoorwill. To conclude this epic, an event administrator
reads the following:

Kabe Whippoorwill can’t hide their pleasure in response to the


results of your investigations.
“I’m not going to lie,” the halfling says. “Your assistance has
been invaluable. Were it not for you, I don’t think we’d have
figured out half as much as we have. I guess this is the
downside of being a devilishly rakish investigator whose wits
and charm are outshined only by their reputation. There’s no
chance I would have been able to get as close to those folks as
you did.
“I’m sure Alanik and I will be able to sort out some leads
from what you’ve unearthed. Now, here,” Kabe says with a
smile, tossing a coin pouch in your direction. “Go explore the
city and have a drink on me. We’ll be in touch soon.”

With the adventure concluded, an event administrator


should inform all the players that their characters have
advanced to 3rd level.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 23
DRAMATIS PERSONAE
The following NPCs feature prominently in this adventure. What They Want. Basil wants every … body to have a good
time. He’s … risen to the occasion and brought his best
ALANIK RAY undead puns. This is a very fancy party!
Necroserver. Basil is often sought after for his quick and
Human investigator precise castings to help loved ones gain clear
communication with the dead. He has even more
A confident, insightful, and shrewd investigator, Alanik Ray enthusiasm and skill for carrying out even darker deeds
(uh-LAHN-ick RAY) is one of the most well-traveled mortals at the duchess’s command. Today, she commands that he
in the Domains of Dread. He is a master of insights and serve hors d’oeuvres. He’s into it.
deduction, able to glean the most intimate details of other
creatures’ lives only moments after meeting them— CAPTAIN LASAL
including almost instantaneously deducing a character’s
native domain from their accent and mannerisms. An Tiefling concerned captain
accidental fall during an investigation years before caused a
spinal injury that paralyzed Alanik’s legs. He now uses a Captain Lasal (LAS-uhl) relies on the formalities of military
custom wheelchair that he created with the assistance of life to insulate herself from becoming too close to anyone
his husband and investigative partner, Arthur Sedgwick. who might learn the truth of her upbringing. Even the few
More information on Alanik can be found in Van Richten’s friends she allows herself to care for find her quite
Guide to Ravenloft. reserved.

What They Want. Alanik is investigating the disappearance What They Want. Captain Lasal has her eyes on taking the
of the scholar Radaga. As a highly recognizable figure, he title of commodore in the navy, in hopes of finally
often recruits field agents to aid him in his investigations, securing her family’s stability in the social ranks.
and he has tapped the characters to help him now. Military Formality. Though she claims to have trained at a
Lead Investigator. Radaga’s disappearance has been most prestigious naval academy, the captain enlisted in
brought to Alanik by the Order of the Guardians, a group the navy at a young age to pay off her family’s debt. She
dedicated to seeking out and neutralizing dangerous dreads the day that she is exposed as a fraud.
magic.
CRAWLING CLAW FAMILIAR
ARAIGNÊE STOERMER Creepy undead hand
Human (shapechanger) actor Once the hand of a powerful mage, Radaga’s undead
Araignêe Stoermer (ah-REN-yeh STOR-mehr) takes on familiar is fiercely protective of its friend.
many guises as an arachnid shapeshifter. But the one she
What They Want. To protect Radaga.
uses in public is that of a human woman with near-
Best Familiar Forever. The crawling claw worries about
translucent skin bearing pale yellow undertones, black-
brown eyes, and whisper-thin strawberry-blond hair. When Radaga, and is willing to fight sinew and nail to make
working the Red Widow Theater, she is casually dressed in sure she is safe.
a flowing ensemble fit for acrobatics.
ESEMIR MAREK
What They Want. Araignêe is a shapechanger who feeds
on humanoids—and her primary desires are all centered Human tea-monger
on her next victim. Esemir Marek (ESS-uh-MEER MARE-eck) is a short,
And All That Jazz. The vibrant nightlife of Dementlieu suits heavyset woman with orange-brown skin, dark-green eyes,
Araignêe, and she enjoys toying with her conquests salt-and-pepper hair, and a friendly smile. She could pass as
before escorting them to their end. anyone’s doting aunt, but her sharp eyes size up any
newcomers to her shop quickly.
BASIL
What They Want. Though the tea house looks pleasant
Human necromancer enough from outside, it is a frequent gathering place for
local ne’er-do-wells, and Esemir protects their secrets
Basil (BAY-zel) works on the d’Honaire estate as a server,
with her disarming charm.
but even that position is held only by those Duchess Saidra
Read Between the Lines. Esemir is a charming confidante
deems worthy. Though a relatively young necromancer, he
and attentive listener. It’s almost as though she’s trying
is unmatched at his craft.
to decipher a second level of meaning in your words.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 24
hook, Kabe possesses a dark gift that allows them to
GILBERT MORENO traverse the Domains of Dread. Acting as both a guide for
Human noble in dire debt the characters and a field contact, they are an invaluable
member of the investigative team.
Gilbert Moreno (mor-EH-no) is a survivor, and wants his
life to consist of more than just eking out a living. His What They Want. Kabe’s line of work is dangerous, so they
calculating mind is up to the task—but will his dread fear want to ensure that everything goes smoothly. Losing an
undo him? agent is never the desired outcome.
Mist Walker. Kabe is Alanik’s scout, investigatory partner,
What They Want. A name that all others respect. Why friend, and an invaluable member of the team. They also
should the duchess be the only true nobility in work as the party’s field contact.
Dementlieu?
Be Careful What You Wish For. Gilbert’s cheerful LADY OLIVIA STUART
demeanor belies his thirst for power. He’s made a dark
deal with an unnamed entity in exchange for a place in Human brusque noble
Dementlieu society, and the closer he gets to fulfilling his
Not much stops Lady Olivia Stuart (oh-LIV-ee-uh STOO-ert)
end of the bargain, the more desperate he is to avoid it.
from doing what she wants and thinks is right.
ISOLDA SAVANT What They Want. Life is short and often boring, so it’s best
to enjoy as much of it as you can. Titles don’t mean
Human curator
anything if you don’t plan to take advantage of what they
Isolda Savant (ee-SOL-duh sav-AHNT) is a tall, broad- bring.
shouldered woman with ochre skin, a deep-blue headscarf, Trust Me. Lady Olivia is exceptionally well spoken, and she
and a severe look on her face. If asked about her favorite speaks a lot. She’s able to convince anyone of virtually
books, her brown eyes glisten, her wide mouth grins, and anything. What’s a lie or two among acquaintances if it
she’ll talk the listener’s ear off. helps you get your way?

What They Want. Adding volumes to the library’s LISLE DURAND


collection is Isolda’s singular passion in life. She’s
constantly searching for new books carried by travelers, Human self-conscious noble
though she’s frequently disappointed by the museum’s
Lisle Durand (LEEL duh-RAHND) is a buff figure of average
lack of patrons.
height, with yellow-brown skin, darting brown eyes, and
Bibliophile. Isolda would gladly spend the rest of her days
short black hair. They seem to never stop moving, and are
surrounded by the volumes she cares for, preferring the
constantly adjusting their garments, glancing about, or
quiet of the archive to a more social life.
fussing at other people. An astute observer might notice
that Lisle’s reluctance to hold still for even a moment is an
JULIEN VALLOTTON attempt to hide their threadbare finery and fraying
Orc secrets broker and landlord garments.

Whether out on the town or relaxing at home, Julien What They Want. More than anything, Lisle Durand wants
Vallotton (joo-lee-EHN val-oh-TOHN) has a keen interest in everyone to know their name.
others’ secrets—and a strong desire to keep strangers away Social Butterfly. Lisle is inquisitive, wanting to know
from his own secrets. everything about the characters and their presence in
Dementlieu.
What They Want. In addition to his profession as a
landlord, Julien trades in secrets. A keen observer, he is RHIAN LOCKHART
adept at blending into social situations and filing away
what he hears for future use. Human fate-steeper
Keeping Watch. Julien respects his tenants’ privacy in their
Rhian (ree-AHN) is a tall Vistani with light-brown skin,
own homes. But he feels justified to exploit anything he
short-cropped dark-brown hair, and heavy-lidded brown
observes and overhears in public.
eyes. They are a Tarokka reader of great skill, and a
practiced traveler of the Mists. When Rhian speaks, their
KABE WHIPPOORWILL rich voice rings throughout the room. Their measured
Halfling interdomain scout words and practiced mannerisms are intended to relax
those who come to their tea shop for Tarokka readings, to
Alanik Ray’s scout, associate, and friend, Kabe allow the cards to speak.
Whippoorwill (KAYB WIP-er-wil) is also secretly a member
of the Keepers of the Feather (a fact known only to Alanik).
A lightfoot halfling with a quick smile and a mean right

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 25
What They Want. Rhian has been tasked with bringing You Can’t See Me. Zolane’s title was given to him by the
together a group of individuals well suited for traveling duchess, but she never told him what it means or what
through the Mists. his role at the cathedral is meant to be—a fact he doesn’t
Oracle. “What would you say if I told you that your feel safe admitting to anyone. He’s so afraid that someone
perceived weaknesses are actually your strengths?” will notice his lack of knowledge that he tries to catch
others in their own failures, hoping it takes attention off
ROSALIND ADDINGTON him.

Human noble and busy procrastinator


Rosalind Addington (ROZ-uh-lind ADD-ing-ton) is talkative
and honest, which is not always the best combination for
someone who unknowingly mingles with members of a
secret society.

What They Want. Rosalind is desperate to retire to her


family’s estate on Chateaufaux, the (in truth, nonexistent)
countryside surrounding Port-à-Lucine, and put society
life behind her.
Fake It Till You Make It. Rosalind has chronic insomnia.
She compensates for her perpetually exhausted state by
overextending herself in social situations and acting
jovially in public. But she lives with the constant fear that
her manners will slip and she will offend the duchess.

TSARRREVNA ARRRAYONA
PURRRFUNCTORY
Tabaxi self-titled noble
Tsarrrevna Arrrayona Purrrfunctory (zah-RRREV-nuh ah-
rrray-AH-nuh purrr-FUNK-tuh-ree, with “rrr” representing
rolled “r” sounds if possible) is a tortoiseshell tabaxi. A
mane of thick fur along her neck and head accentuates the
sun mask she wears for the Grand Masquerade. Arrrayona
is rather energetic, and is excited to get to know guests
she’s never met before.

What They Want. Arrrayona wants to dance.


Not-So-Quiet Rebel Lion. In a land where everyone has
little but must pretend to have much, Arrrayona has lost
patience with the charade of Dementlieu. She chose her
name and title as a rebellious act, knowing it could very
well worsen her life—or end it. But if Duchess Saidra
d’Honaire understands that “tsarevna” is a title almost as
powerful as duchess, she has never seemed angered by it.
In fact, it might well be her name that has gotten
Arrrayona regular invitations to the Grand Masquerade.

ZOLANE THE APPOINTED BLESSED


Half-elf tattletale priest
Zolane (ZOH-layn) is a tall, thin man with bright blue eyes,
tidy blond hair, and steely features with a light purple
undertone. He often feels judged, and imagines the worst
about what others think of him—true or not. To deflect
attention from himself, he is the first to accuse others of
misdeeds—true or not.

What They Want. Zolane wants to be in the duchess’s good


graces.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 26
CREATURE STATISTICS
COMMONER GHOUL
Medium humanoid (any race), any alignment Medium undead, chaotic evil

Armor Class 10 Armor Class 12


Hit Points 4 (1d8) Hit Points 22 (5d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 13 (+1) 15 (+2) 10 (+0) 7 (−2) 10 (+0) 6 (−2)
Senses passive Perception 10 Damage Immunities poison
Languages any one language (usually Common) Condition Immunities charmed, exhaustion, poisoned
Challenge 0 (10 XP) Senses darkvision 60 ft., passive Perception 10
Languages Common
ACTIONS Challenge 1 (200 XP)

Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit:
2 (1d4) bludgeoning damage.
ACTIONS
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature.
CRAWLING CLAW Hit: 9 (2d6 + 2) piercing damage.
Tiny undead Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit:
7 (2d4 + 2) slashing damage. If the target is a creature other than
Armor Class 12
an elf or undead, it must succeed on a DC 10 Constitution saving
Hit Points 2 (1d4)
throw or be paralyzed for 1 minute. The target can repeat the
Speed 20 ft., climb 20 ft.
saving throw at the end of each of its turns, ending the effect on
STR DEX CON INT WIS CHA itself on a success.
13 (+1) 14 (+2) 11 (+0) 5 (−3) 10 (+0) 4 (−3)
Damage Immunities poison
Condition Immunities charmed, exhaustion, poisoned
Senses blindsight 30 ft. (blind beyond this radius), passive
Perception 10
Languages understands Common but can’t speak
Challenge 0 (10 XP) Proficiency Bonus +2
Turn Immunity. The claw is immune to effects that turn undead.

ACTIONS
Claw. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit:
3 (1d4 + 1) bludgeoning or slashing damage (claw’s choice).

STAT BLOCK MODIFICATIONS


This crawling claw familiar uses the crawling claw stat block with
these changes:
 It has a flying speed of 20 feet.
 It has the Innate Spellcasting trait. Its spellcasting ability is
Intelligence (spell save DC 7). The crawling claw familiar knows
the following spells:
At will: friends, minor illusion, illusory script
 It has the following additional action option:
Throw Object. Ranged Weapon Attack: +2 to hit, range 10/40 ft.,
one target. Hit: 2 (1d4) bludgeoning damage.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 27
KNIGHT MAGE
Medium humanoid (any race), any alignment Medium humanoid (any race), any alignment

Armor Class 18 (plate) Armor Class 12 (15 with mage armor)


Hit Points 52 (8d8 + 16) Hit Points 40 (9d8)
Speed 30 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
16 (+3) 11 (+0) 14 (+2) 11 (+0) 11 (+0) 15 (+2) 9 (−1) 14 (+2) 11 (+0) 17 (+3) 12 (+1) 11 (+0)
Saving Throws Con +4, Wis +2 Saving Throws Int +6, Wis +4
Senses passive Perception 10 Skills Arcana +6, History +6
Languages any one language (usually Common) Senses passive Perception 11
Challenge 3 (700 XP) Languages any four languages
Challenge 6 (2,300 XP)
Brave. The knight has advantage on saving throws against being
frightened. Spellcasting. The mage is a 9th−level spellcaster. Its spellcasting
ability is Intelligence (spell save DC 14, +6 to hit with spell attacks).
ACTIONS The mage has the following wizard spells prepared:

Multiattack. The knight makes two melee attacks. Cantrips (at will): fire bolt, light, mage hand, prestidigitation
1st level (4 slots): detect magic, mage armor, magic missile, shield
Greatsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one 2nd level (3 slots): misty step, suggestion
target. Hit: 10 (2d6 + 3) slashing damage. 3rd level (3 slots): counterspell, fireball, fly
Heavy Crossbow. Ranged Weapon Attack: +2 to hit, range 4th level (3 slots): greater invisibility, ice storm
100/400 ft., one target. Hit: 5 (1d10) piercing damage. 5th level (1 slot): cone of cold

Leadership (Recharges after a Short or Long Rest). For 1 minute, ACTIONS


the knight can utter a special command or warning whenever a
nonhostile creature that it can see within 30 feet of it makes an Dagger. Melee or Ranged Weapon Attack: +5 to hit, reach 5 ft. or
attack roll or a saving throw. The creature can add a d4 to its roll range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
provided it can hear and understand the knight. A creature can
benefit from only one Leadership die at a time. This effect ends if
the knight is incapacitated.

REACTIONS
Parry. The knight adds 2 to its AC against one melee attack that
would hit it. To do so, the knight must see the attacker and be
wielding a melee weapon.

Not for resale. Permission granted to print or photocopy this document for personal use only.
DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 28
MIMIC NOBLE
Medium monstrosity (shapechanger), neutral Medium humanoid (any race), any alignment

Armor Class 12 (natural armor) Armor Class 15 (breastplate)


Hit Points 58 (9d8 + 18) Hit Points 9 (2d8)
Speed 15 ft. Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 15 (+2) 5 (−3) 13 (+1) 8 (−1) 11 (+0) 12 (+1) 11 (+0) 12 (+1) 14 (+2) 16 (+3)
Skills Stealth +5 Skills Deception +5, Insight +4, Persuasion +5
Damage Immunities acid Senses passive Perception 10
Condition Immunities prone Languages any two languages
Senses darkvision 60 ft., passive Perception 11 Challenge 1/8 (25 XP)
Languages —
Challenge 2 (450 XP) ACTIONS
Shapechanger. The mimic can use its action to polymorph into an Rapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target.
object or back into its true, amorphous form. Its statistics are the Hit: 5 (1d8 + 1) piercing damage.
same in each form. Any equipment it is wearing or carrying isn’t
transformed. It reverts to its true form if it dies.
REACTIONS
Adhesive (Object Form Only). The mimic adheres to anything that
Parry. The noble adds 2 to its AC against one melee attack that
touches it. A Huge or smaller creature adhered to the mimic is also
would hit it. To do so, the noble must see the attacker and be
grappled by it (escape DC 13). Ability checks made to escape this
wielding a melee weapon.
grapple have disadvantage.
False Appearance (Object Form Only). While the mimic remains
motionless, it is indistinguishable from an ordinary object.
PHASE SPIDER
Large monstrosity, unaligned
Grappler. The mimic has advantage on attack rolls against any Armor Class 13 (natural armor)
creature grappled by it. Hit Points 32 (5d10 + 5)
Speed 30 ft., climb 30 ft.
ACTIONS
STR DEX CON INT WIS CHA
Pseudopod. Melee Weapon Attack: +5 to hit, reach 5 ft., one 15 (+2) 15 (+2) 12 (+1) 6 (-2) 10 (+0) 6 (-2)
target. Hit: 7 (1d8 + 3) bludgeoning damage. If the mimic is in
object form, the target is subjected to its Adhesive trait. Skills Stealth +6
Senses Darkvision 60 ft., passive Perception 10
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 Languages —
(1d8 + 3) piercing damage plus 4 (1d8) acid damage. Challenge 3 (700 XP)
Ethereal Jaunt. As a bonus action, the spider can magically shift
from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including
upside down on ceilings, without needing to make an ability
check.
Web Walker. The spider ignores movement restrictions caused by
webbing.

ACTIONS
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature.
Hit: 7 (1d10 + 2) piercing damage, and the target must make a DC
11 Constitution saving throw, taking 18 (4d8) poison damage on a
failed save, or half as much damage on a successful one. If the
poison damage reduces the target to 0 hit points, the target is
stable but poisoned for 1 hour, even after regaining hit points, and
is paralyzed while poisoned in this way.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 29
SWARM OF ANIMATED BOOKS VETERAN
Medium swarm of Tiny constructs Medium humanoid (any race), any alignment

Armor Class 12 (natural armor) Armor Class 17 (splint)


Hit Points 22 (4d8 + 4) Hit Points 58 (9d8 + 18)
Speed 0 ft., fly 30 ft. (hover) Speed 30 ft.
STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 13 (+1) 12 (+1) 1 (-5) 10 (+0) 1 (-5) 16 (+3) 13 (+1) 14 (+2) 10 (+0) 11 (+0) 10 (+0)
Damage Vulnerabilities fire Skills Athletics +5, Perception +2
Damage Immunities poison, psychic Senses passive Perception 12
Condition Immunities charmed, exhaustion, frightened, grappled, Languages any one language (usually Common)
paralyzed, petrified, poisoned, prone, restrained, stunned Challenge 3 (700 XP)
Senses blindsight 60 ft. (blind beyond this radius), passive
Perception 10 ACTIONS
Languages —
Challenge 1/4 (50 XP) Multiattack. The veteran makes two longsword attacks. If it has a
shortsword drawn, it can also make a shortsword attack.
False Objects. If the swarm is motionless at the start of combat, it
has advantage on its initiative roll. Moreover, if a creature hasn’t Longsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
observed the swarm move or act, that creature must succeed on a target. Hit: 7 (1d8 + 3) slashing damage, or 8 (1d10 + 3) slashing
DC 15 Wisdom (Perception) check to discern that the swarm is damage if used with two hands.
animate. Shortsword. Melee Weapon Attack: +5 to hit, reach 5 ft., one
Swarm. The swarm can occupy another creature’s space and vice target. Hit: 6 (1d6 + 3) piercing damage.
versa, and the swarm can move through any opening large Heavy Crossbow. Ranged Weapon Attack: +3 to hit, range
enough for a 1-foot-tall, 8-inch-wide, 2-inch-thick object. The 100/400 ft., one target. Hit: 5 (1d10) piercing damage.
swarm can’t regain hit points or gain temporary hit points.

ACTIONS
Book Club. Melee Weapon Attack: +3 to hit, reach 0 ft., one target
in the swarm’s space. Hit: 6 (2d4 + 1) bludgeoning damage, or 3
(1d4 + 1) bludgeoning damage if the swarm has half its hit points
or fewer.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 30
HANDOUT 1: DEMENTLIEU ETIQUETTE
Anyone in Dementlieu must follow specific rules of etiquette that are largely unspoken and always changing. It can be challenging
to keep up with the most up-to-date expectations, and faux pas can come with unwanted or terrifying consequences. Any faux pas
might raise suspicion about the characters—or expose them as impostors.
Duchess Saidra d’Honaire thrives on social manipulation, and forces the guests at her Grand Masquerade to create rules of
their own. Your group should create one rule, which your table captain will submit to the event administrators as a possible
addition to this handout. The event administrators will announce five new rules before part 1 of the adventure begins.

1. CURTSY ONCE AND TWICE


When the city bell tolls, guests curtsy a thank you once to fellow guests and once to the host of an event or owner of an
establishment.

2. NO ONE NOSE
Don’t touch your nose while you are speaking to another person.

3. THE BREAD AND BUTTER OF FOOD ETIQUETTE


Never reach over food.

4. UNQUESTIONABLE
After greeting a stranger, your next sentence is never a question.

5. DON’T LET YOUR MASK SLIP


Never be unmasked (literally or figuratively).

6.

7.

8.

9.

10.

------------------------ Cut or tear this section to have the table captain submit the etiquette rule your table creates. ----------------------

TABLE #

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 31
HANDOUT 2: BASIL’S HORS D’OEUVRES TRAY
Basil the attendant presents his tray of hors d’oeuvres. Bone appétit!

Angel
Wings

Corpse Flower Nectar Tarts


Bits and
Pieces
Deviled Griffon
Eggs

Rat Fingers

Bearded Devils
Carrot Sticks

Stone Rolls

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 32
HANDOUT 3: READING TEA LEAVES
The pattern inside the teacup is a five-petaled orchid flower, and is representative of aspects of the drinker’s life. Each petal has a
meaning, as do the five symbols stamped between the petals. The three columns at the bottom of the page show the various
shapes that the tea leaves might take on the bottom of a cup. The position of a shape in relation to the petals of the orchid and the
symbols outside it are what reflects the drinker’s fortune. After a character drinks their tea, they can roll any number of d12s so
that they land in the teacup. The areas the dice landed in (the nearest petal and icon) and the shape determined by the roll on the
d12 generates the tea leaf reading, which the character can interpret as they feel is appropriate.

candle: help
dagger: dangers

anchor: safety
scissors: losses

acorn: gains
d12 roll for tea clump shape

1 5 9

2 10
6

3 7 11

12
4 8

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 33
HANDOUT 4: THE COUPLE’S NOTE
This note was found in apartment thirteen, written from one of its residents to the other.
If this note is shared with another table that does not have the Superlative Sleuth story award, the characters sharing it have
advantage on Charisma (Persuasion) checks when they enter Radaga’s apartment.

“While you were out, it happened again. I saw that


‘thing’ alone in the lobby, getting her mail. It dropped
an envelope when I tried to shoo it outside. I don’t
know why Julien allows her to keep that around when
he doesn’t allow pets. And it’s been alone in her
apartment for who knows how long today. When I get
back from my visit, I hope you will have spoken to
Julien about this. It shouldn’t be here.”

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 34
HANDOUT 5: RADAGA’S NOTES
You found a recently wrapped parcel that Radaga’s crawling claw familiar hid when her belongings were packed up. Inside are a
number of cryptic notes seemingly passed from one person to another, with two distinct handwriting styles seen on the scraps of
paper.

Surely, you’ve researched the amber


sarcophagi. I know it is something you
and the Order would seek out.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 35
HANDOUT 1: INVESTIGATION JOURNAL
Parties are always fun…except when they’re not. I trust that the food,
fashion, and friends in accompaniment were to your liking. As
entertaining as it can be to rub elbows with the elite of our fair domain—
though as you no doubt found out, none of them were actually that—it
was on to more important tasks.
Your keen wit led you to the clues you needed to locate Radaga’s
apartments. Unfortunately, she wasn’t home when you came calling.
That isn’t to say that you didn’t find important clues, though.
I’m eager to dive into them and see where they lead.

Yours in reason,
Alanik Ray

PS: As usual, the item that you found along the way is safe and sound at
my chateau. I pray that you’ll let me know if you have need of it in the
future (choose one; line out the others):
Spellscroll of comprehend languages
Rotsalve*
*Rotsalve functions as Keoghtom’s ointment which is found in the Dungeon Master’s Guide. This salve is made of rendered
humanoid fat. The putrid scent of the ointment attracts the ire of the undead, and for 1 hour after a creature receives the
ointment, attack rolls by undead against that creature are made with advantage.

STORY AWARDS
Let’s Give Her a Hand

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 36
APPENDIX A: TALLY SHEET
During part 1 of this epic, the DM tallies the number of clues POSSIBLE CLUES
the characters uncover and how many faux pas they make,
tracking those items on this sheet. At the end of part 1, the The table below notes the possible clues the characters can
table captain submits this tally to the event administrators. uncover. The characters must uncover three clues, each of
which gives them an idea of where to investigate next.
d8 Clue
1 Araignêe Stoermer knows that Radaga attends events POSSIBLE CLUES
at Red Widow Theater. Tonight, she saw Radaga seemingly
arguing with herself—and saw her eyes turn red.
2 Captain Lasal brought a book to return to Radaga, but
Radaga stormed off after Lasal asked about some earrings TOTAL CLUES:
Radaga was to have brought for her.
3 Radaga asked Gilbert Moreno to arrange for a ritual to
be performed at the Mother of Tears Cathedral, but then
didn’t show up for it.
4 Julien Vallotton heard Radaga humming a tune he’s
often heard performed at the Red Widow Theater.
5 Lady Olivia Stuart regularly meets with Radaga at the
Moth Orchid Tea House (The characters might also learn
that Olivia’s regular order is “Assam, sugar.”)
6 At Radaga’s request, Lisle Durand set up a meeting
between the scholar and an archivist from the Jalabert
Museum and Legacy Library. But Radaga seemed to have
no interest in the meeting.
7 Rosalind Addington saw Radaga commit a faux pas by
failing to curtsy, and talks of their regular meetings at the
Moth Orchid Tea House.
8 Zolane the Appointed Blessed stopped inviting Radaga
to the Mother of Tears Cathedral because she was too
nosy. He also saw her leave the ball unfashionably early,
and noted that she didn’t bring her crawling claw familiar.
TABLE NUMBER:

CLUES
TWO CLUES COLLECTED!
One character asks another table’s players for one clue their
characters uncovered. (For a single-table epic choose one
random clue from the table below). Do not tally this clue.

FOUR CLUES COLLECTED!


The characters find city watch uniforms for each of them. If
worn, these uniforms give advantage on Dexterity (Stealth)
checks made to interact with the general public, but impose
disadvantage on Dexterity (Stealth) checks and Charisma
(Deception) checks made to interact with real members of
the city watch.

SIX CLUES COLLECTED!


The characters earn the Superlative Sleuth story award (see
the end of part 1).

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 37
FAUX PAS
1. Curtsy Once and Twice. When the city bell tolls, guests
curtsy a thank you once to fellow guests and once to the
host of an event or owner of an establishment.

2. No One Nose. Don’t touch your nose while you are


speaking to another person.

3. The Bread and Butter of Food Etiquette. Never reach


over food.

4. Unquestionable. After greeting a stranger, your next


sentence is never a question.

5. Don’t Let Your Mask Slip. Never be unmasked (literally


or figuratively).

6.

7.

8.

9.

10.

TOTAL FAUX PAS:

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 38
APPENDIX B: WANDERING NPCS
To bring the setting to life during the play of this epic, With a successful check, the character’s dance moves
special partygoers played by event administrators impress Arrrayona, and she provides one tidbit of juicy
approach each table to engage the characters and offer the gossip that might be helpful if the characters choose to
potential for additional rewards. An administrator might speak with a particular partygoer. (If the character added a
play one or all of these wandering NPCs, depending on how flourish to their dancing, Arrrayona provides two tidbits of
many administrators the event has. Wandering NPCs gossip.)
engage the players until each NPC has visited every table or Reading as Arrrayona, the DM chooses a bit of gossip
part 1 of the adventure ends, whichever happens first. related to one of the partygoers below (ideally an NPC the
characters haven’t talked to yet):
WANDERING NPC 1: TSARRREVNA ARRRAYONA
 “Captain Lasal is said to have received her education at a
PURRRFUNCTORY prestigious naval academy—but the truth is, it was only
This tabaxi wears a paper-mache sun mask (doubling as a her uncle’s alma mater. You might say she dove in
starfish this night) and a flowing dress made of strips of headfirst to get on-the-job training as an enlisted sailor—
fabric. She approaches the characters to say, “Hello, I’m a perfectly legitimate way to earn rank and skills, and pay
Tsarrrevna Arrrayona Purrrfunctory. This is a wonderful off family debts. But Lasal fears others’ judgment and
song. May I have this dance?” losing what opportunities her manufactured history has
gained her.”
TSARRREVNA ARRRAYONA PURRRFUNCTORY  “Gilbert Moreno mysteriously gained access to the
Tabaxi self-titled noble duchess’s court, and since then has shown signs that he
Tsarrrevna Arrrayona Purrrfunctory (zah-RRREV-nuh ah-rrray-AH- fears something else even more than her wrath.”
nuh purrr-FUNK-tuh-ree, with “rrr” representing rolled “r” sounds  “Julien Vallotton is a sly one. He listens and watches,
if possible) is a tortoiseshell tabaxi. A mane of thick fur along her exchanging secrets for compensation. But some of us are
neck and head accentuates the sun mask she wears for the Grand perfectly aware of this, and choose to have him hear the
Masquerade. Arrrayona is rather energetic, and is excited to get to information we want him to spread.”
know guests she’s never met before.  “Lady Olivia is a secretive one, but who among us isn’t?
Still, for someone so reticent, she’s not good at hiding
What They Want. Arrrayona wants to dance. that she has secrets. Facial expressions and body
Not-So-Quiet Rebel Lion. In a land where everyone has little but language tell all.”
must pretend to have much, Arrrayona has lost patience with  “Lisle Durand wants nothing more than to be
the charade of Dementlieu. She chose her name and title as a remembered. Simply calling them by their name is a
rebellious act, knowing it could very well worsen her life—or boost to their self-esteem.”
end it. But if Duchess Saidra d’Honaire understands that
 “Rosalind Addington, like so many others, wishes for an
“tsarevna” is a title almost as powerful as duchess, she has
alternative to the lives we have here. The difference is
never seemed angered by it. In fact, it might well be her name
that Rosalind has a real opportunity to be out of constant
that has gotten Arrrayona regular invitations to the Grand
view of the duchess and her expectations. She could go
Masquerade.
live in the country at her family home.”
The characters work together to choose one character to  “Zolane the Appointed Blessed doesn’t know up from
indulge Arrrayona in a paired dance, whose success is down. The duchess gave him his title, but he has no idea
determined by the character attempting a DC 10 Dexterity what he’s meant to do with it. By now, he’s far too afraid
(Performance) check. During the dance, Arrrayona to ask—but he cares little for others’ safety. Make sure
occasionally adds an almost imperceptive flourish to her you use your best manners when talking to him. He’s
moves, her gaze daring the character to add a personal quick to expose someone else to cover his own
touch to their own dance steps. A character who chooses to shortcomings.”
add a flourish to their steps makes the check with
disadvantage, but earns the respect of Arrrayona if they pull WANDERING NPC 2: BASIL THE ATTENDANT
it off. Any characters from Dementlieu have advantage on
the check. Wearing a zombie wooly mammoth mask, Basil is less a
guest than a member of the estate staff. However, he’s well
respected among the duchess’s court. He wanders the ball
INTERACTIVE ELEMENT: DANCE CONTEST!
with undead puns and a tray of assorted finger foods,
The administrator portraying Arrrayona logs the names of all
saying, “Pardon me. I’m your necroserver, Basil. We must
dancer characters who succeed on their Dexterity check, noting
the total of the check. At the end of this section, the
always dismember to party on a full stomach. Would you
administrators choose one winner with the highest Dexterity roll, like some hors d’oeuvres? Of corpse you would!”
breaking any ties among dancers with d20 rolls. The dancer with
the highest roll is crowned Best Dancer at the end of the BASIL
masquerade (see “Contest Winners” below). Human necromancer

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 39
Basil (BAY-zel) works on the d’Honaire estate as a server, but even
that position is held only by those Duchess Saidra deems worthy.
Though a relatively young necromancer, he is unmatched at his
craft.
What They Want. Basil wants every … body to have a good time.
He’s … risen to the occasion and brought his best undead puns.
This is a very fancy party!
Necroserver. Basil is often sought after for his quick and precise
castings to help loved ones gain clear communication with the
dead. He has even more enthusiasm and skill for carrying out
even darker deeds at the duchess’s command. Today, she
commands that he serve hors d’oeuvres. He’s into it.
Basil offers a tray of hors d’oeuvres to the characters,
whose contents are shown on handout 2:

 Corpse flower nectar tarts


 Bearded devils (crispy shrimp heads with only a little
mold)
 Stone rolls (large croutons)
 Carrot sticks (an illusion covers how wilted they are)
 Rat fingers (breaded, deep-fried rat legs)
 Deviled griffon eggs
 Bits and pieces (kitchen scraps mixed into salsa atop a
fragment of bread)
 Angel wings (stirge wings topped with house dressing)

Basil answers truthfully if asked about the ingredients in


his appetizers, or a character who studies the food can
determine those ingredients with a successful DC 13
Intelligence (Nature) check or Wisdom (Perception or
Survival) check. Any character who has proficiency with
cook’s utensils makes this check with advantage.
Basil’s tray of hors d’oeuvres presents a faux pas
challenge. The characters might remember (or you can
allow a character with the Keen Mind feat to automatically
remember) that they should not reach over other food lest
they break etiquette rule three. A character can pick up a
corpse flower nectar tart or a bearded devil without
reaching across foods, but to safely take any of the other
hors d’oeuvres requires that the tray be turned, the
character use a mage hand spell, or other creative means. If
a character breaks etiquette and commits a faux pas, refer
to the “Let Me Count the Ways” sidebar in part 1 of the
adventure and track the faux pas on the tally sheet of
appendix A.
Bone appétit!

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 40
APPENDIX C. DUNGEON MASTER TIPS
To run an adventure as a DM, you can have no more than adventure description to help give the players hints about
five players, each with their own character within the what they might face.
adventure’s level range (see the “Adventure Primer” section
at the start of the adventure). NEW PLAYERS? NO PROBLEM!
With starter adventures like this one, it’s possible that you might
NEW TO D&D ADVENTURERS LEAGUE? have players who are new to D&D, or new to fifth edition D&D.
It’s up to you as the DM to ensure that these players have fun
Information about the Adventurers League, including with the game, and that they learn the basics of how to play. At
finding places to play, organizing events, and a list of this level, having fun is more important than learning every rule
supporting resources and documents, can be found here: exactly right. Be gentle with new players who make mistakes.
Make sure to keep your players smiling and rolling dice. Be
http://dnd.wizards.com/playevents/organized-play
positive and enthusiastic when describing the action, and you’ll
notice that they’ll quickly follow suit.
PREPARING THE ADVENTURE If you are a new DM, then welcome—and thank you! New DMs
are the lifeblood of the D&D community. To help you run your
Before you start play, consider the following: game, some adventures include sidebars like this one that provide
an explanation of the game’s rules as they’re used in the
 Read through the adventure, taking notes of anything adventure.
you’d like to highlight or remind yourself of while
running it, such as a way you’d like to portray an NPC or ADJUSTING THIS ADVENTURE
a tactic you’d like to use during a combat. Familiarize
yourself with the adventure’s appendices and handouts. To determine whether you should consider adjusting the
 Gather any resources you’d like to use to aid you in adventure, assess the party strength by consulting the
running the adventure, such as notecards, a DM screen, table below.
miniatures, and battle maps.
 Ask the players to provide you with relevant character DETERMINING PARTY STRENGTH
information, such as name, race, class, and level; passive Party Composition Party Strength
Wisdom (Perception) score; and anything the adventure Fewer than four characters Weak
specifies as notable (such as backgrounds, traits, and Four characters Average
flaws). More than four characters Strong

A player can play an adventure they previously played as


a player or Dungeon Master, but they can do so only once SAFETY TOOLS
with a specific character. Ensure that each player has their Safety tools help to ensure that players aren’t pushed beyond
character’s adventure logsheet (if not, get one from the their comfort levels. These tools let your players know that you
organizer) with their starting values for level, magic items, want them to have a positive experience. Some common safety
gold, and downtime days. These values are updated at the tools are provided below, each with a summary of how they work.
conclusion of the session. The adventure information and Make sure you discuss these tools with your players before the
your information are added at the end of the adventure game:
session—whether the character completed the adventure
or not.  Code of Conduct. This is a group agreement for play. It outlines
Each player is responsible for maintaining an accurate desired and prohibited behaviors, confidential reporting, and
logsheet. If you have time, you can do a quick scan of a possible consequences.
player’s character sheet to ensure nothing looks out of  Session Zero. Use pregame time to explain content warnings,
order. If you see magic items of very high rarities or strange set boundaries, and collaborate on a safety plan.
arrays of ability scores, you can ask players to provide  Create a Safe Environment. Welcome and encourage respectful
documentation for the irregularities. If they can’t, feel free and open conversations about issues as they arise. Show that
to restrict item use or ask them to use a standard ability you are listening by avoiding defensive responses.
score array.  Confidentiality. Provide contact information for private and
Point players to the D&D Adventurers League Players confidential conversations between players and DM. Only
Guide for reference. If players wish to spend downtime days disclose another player’s name if that player gave unpressured
and it’s the beginning of an adventure or episode, they can permission for you to do so.
declare their activity and spend the days immediately, or  Research. Learn about the safety tools that TTRPG community
they can do so at the end of the adventure or episode. members have created and compiled. A broad range of such
Players should select their characters’ spells and other daily safety tools are available for you and your players online, or
options prior to the start of the adventure unless the you can get more information by reaching out to your event
adventure specifies otherwise. Feel free to reread the organizer or community@dndadventurersleague.org.

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DDRL-EP01 The Grand Masquerade (PREMIERE DRAFT) 41

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