Written by Michael Brewer
Illustrated by Matthew Lichtenwalner
Difficulty: Medium
Magic: Medium
Keywords: ball, disguised, hostages, masquerade
Terrain: Interior – Ballroom
Treasure: Minor
A grand ballroom packed with revelers dressed to the nines stretches out below the balcony. Two sweeping sets of stairs extend from the sides of the balcony to the floor of a ballroom large enough to dock a small ship. The marble arches supporting ceiling of this massive hall reach skyward another story above the balcony
Exquisite tapestries that depict debauch revelries line the interiors of several alcoves along the length of the walls leading to the magnificent view at the end of the ballroom. Five huge chandeliers of polished bronze hang suspended above the ballroom by chains anchored along the western wall between the alcoves. Four tables laden with refreshments and hors d’oeuvres have been set near the foot of the stairs.
The far end of the ballroom terminates in a half circle enclosed in a wall of glass; dozens of large windows honeycomb the exterior wall at the end of the hall giving guests a magnificent view of the city below from the room’s precarious perch upon the cliff.
Background
The ballroom is 60 feet wide and 100 feet in length and is part of a larger estate built by the prostitution and brothel madam known as The Desire from decades worth of extortion and exploitation. Desirae Turpis is the madam’s birth name and most people believe her to just be a wealthy heiress. The ballroom extends out from the chateau proper along a narrow cliff that juts perilously away from the bluff the chateau is built upon.
This masquerade is being held in celebration of some minor stellar event and is hosted by The Desire. These balls are the current rage among the aristocracy and the majority of them have turned out for the occasion. No doubt many discrete (and indiscreet) trysts will be taking place either by direction of The Desire or just out of naturally occurring lust.
The Desire has ulterior motives for holding the ball. One objective is to grow the network of aristocrats that have fallen victim to her schemes, but an even more sinister object is at hand: assassination. The Desire brokered a deal between a local lord and the assassin guild to have a rival nobleman eliminated. Since this rival nobleman has also interfered with her prostitution operations, it serves The Desire’s interests as well.
The PCs have been tipped off that there will be an assassination attempt, but do not know who the target is or who the assassins are (or how many there may be). Even if they did, the costumes would hinder their ability to identify either party involved.
Objective
The PCs must prevent the assassination and capture at least one of the assailants for questioning.
Adversaries & Tactics
Assassins
Number: 4-8
Equipment: Light Crossbows, Short Swords, & Poisoned Daggers
Attributes: Stealthy, Dexterous, Quick
- There are four to eight (depending on how difficult the Game Master wishes to make this encounter) assassins disguised as revelers at the ball. They are spread throughout the ballroom, but there is only one tasked with the duty to murder the nobleman. The remaining assassins are for support.
- Once the PCs engage the first assassin, three more close and flank. If the Game Master has chosen to insert additional assassins, they are on the balcony and begin peppering the PCs with light crossbow bolts. Once combat has begun, the guests begin to panic, scream, run and general chaos ensues. The assassins will attempt to use guests as cover and may take one or two hostage using them as human shields.
- If a PC is injured with a poisoned dagger and fails to defend against the poison, he is immediately weakened and will die within 24 hours if the antidote is not administered. Retrieving the antidote should provide the PCs with another short quest. Once half of the assassins are neutralized, the remaining antagonists escape by pretending to be terrified guests and fleeing with the other revelers towards the city.
Environmental Effects
- Chandeliers: There are five chandeliers hanging above the ballroom. Creative PCs may be able to maneuver their enemies below the chandeliers and have one of the characters release the anchors sending one crashing down upon the assassins. If the assassins fail to react quickly, the chandelier knocks them unconscious and pins them to the floor. A chandelier is large enough to pin four assassins standing in tight formation. An extremely agile and creative PC may be able to use the chain anchoring the chandelier closest to the balcony to swing up to the balcony by releasing the locking mechanism. It may provide the quickest route to engage any assassins there.
- Guests: Fleeing and cowering guests will hinder movement, reducing a PC’s movement by half. Guests may also hinder a PC from being able to adequately engage an assassin by providing cover and concealment. An assassin who is still disguised as a guest will gain a surprise attack on unsuspecting PCs.
- Refreshment Tables: The refreshment tables are very sturdy and may be used for cover from the assassins with crossbows upon the balcony. However, a combatant standing upon a table and is in melee with an enemy who is on the floor gains combat advantages for being on higher ground.
- Stairs: A combatant standing on the stairs and is in melee with an enemy who is at a lower position on the stairs or is on the floor gains combat advantages for being on higher ground.
- Windows: A combatant may rush an enemy and push them through a window. If the attack is successful and the target fails to react quickly, he is thrown from the window and falls down the cliff face to his death.
Development
The encounter begins when a guest screams as the assassin brandishes his dagger and attempts to stab the nobleman (who may or may not avoid the attack). Once the guest screams the PCs are able to close with the initial assassin within seconds and combat begins. The guests begin to panic and flee or cower as the ballroom erupts into chaos.
Awards, Findings, & Treasure
If the PCs are able to kill or capture the assassins they may recover their equipment. Whether or not these are magical or otherwise worth more than ordinary versions is left to the Game Master. If the PCs manage to capture an assassin alive, then they may be able to discover who hired them and why.
The nobleman awards the PCs with monetary rewards as well as free room and board at a tavern he owns in the city.
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Le Danse Perilleux by Nevermet Press is licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. Permissions beyond the scope of this license may be available at http://www.nevermetpress.com/contact.


