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  MASKS
  A RAGING SWAN PRESS EVENTURE
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  NIGHT OF THE MASKS 
  Every year, Duke Armas Nenonen hosts a fabulous masked ball to celebrate Ashlar’s Day of Founding. The duke’s guests number in the 
  hundreds and include some of the most famous—and infamous—citizens of Languard and beyond. On occasion, invitations are extended to 
  adventurers who have somehow managed to impress the duchy’s nobility. Song, dance and drink are the entertainment of the night. At the 
  same time, secret alliances are forged or broken and sinister plots hatched in the castle’s candle-lit halls. When the masks come off at 
  midnight, not all is revealed. 
  Not all quest rewards are measured in gold. Invite your PCs to the Night of the Masks and let them rub shoulders with Ashlar’s high and 
  mighty. Deception, intrigue and opportunity await!. 
  C RE DI TS 
  Design: Bart Wynants 
  Additional Design: Kat Evans 
  Development: Creighton Broadhurst  
  Art: William McAusland and Matt Morrow. Some artwork 
  copyright William McAusland, used with permission. 
  All rights reserved. No part of this publication may be reproduced, 
  stored in a retrieval system or transmitted, in any form or by any 
  means, without the prior permission in writing of Raging Swan 
  Press or as expressly permitted by law. 
  ©Raging Swan Press 2019. 
  WHAT’S AN EVENTURE?  
  An eventure is akin to a normal adventure, but does not (normally) 
  feature violence or physical challenges. Instead, an eventure 
  focuses on the use of social skills and role-play to resolve the 
  challenges, or events, therein. Most eventures take places in a 
  settlement or on the road. Few occur in traditional adventure 
  locales such as dungeons, ruined castles and so on.  
   
  Eventures are an excellent change of pace and can be used as 
  ﬁller between adventures or as situations in which PCs who have 
  invested in social skills can shine. They are also perfect for players 
  who enjoy role-playing.  
    
  CONTENTS 
  To contact us, email gatekeeper @ragingswan.com 
  To learn more about Raging Swan Press, visit ragingswan.com  
  To learn more about Raging Swan Press on Patreon, visit 
  patreon.com/ragingswanpress
  Credits 
  1 
  ....................................................................................................
  What’s an Eventure? 
  1 
  .......................................................................
  Contents 
  1 
  .................................................................................................
  The Eventure Begins 
  2 
  .............................................................................
  Hooks 
  2 
  ...............................................................................................
  Running the Night of the Masks 
  2 
  ....................................................
  The Night of the Masks 
  3 
  .........................................................................
  1: The Guests Arrive 
  3 
  .......................................................................
  2: The Nobility Arrive 
  3 
  ......................................................................
  3: Longbridge Negotiations Commence 
  3 
  ....................................
  4: The Unmasking 
  3 
  ...........................................................................
  Castle Languard 
  4 
  ....................................................................................
  A: Castle Gates and Courtyard 
  4 
  .....................................................
  B: Atrium 
  4 
  ..........................................................................................
  C: Grand Ballroom 
  4 
  ..........................................................................
  D: Balcony 
  4 
  ........................................................................................
  E: Lounge 
  5 
  .........................................................................................
  F: Castle Gardens 
  5 
  ...........................................................................
  G: Labyrinth 
  5 
  .....................................................................................
  H. Garderobes 
  5 
  .................................................................................
  Guests of Interest 
  6 
  ..................................................................................
  Noomi Alanen 
  6 
  .................................................................................
  Roni Auvinen 
  6 
  ...................................................................................
  Airi Luoma 
  6 
  ........................................................................................
  Sedrik Pelkonen 
  6 
  ..............................................................................
  Lassi Saarela 
  6 
  ....................................................................................
  Haguk Salonen 
  6 
  ................................................................................
  Aura Sulkava 
  7 
  ....................................................................................
  Alvi Wymer 
  7 
  .......................................................................................
  Jalmar Wymer 
  7 
  .................................................................................
  The Eventure Continues 
  8 
  .......................................................................
  OGL V1.0A 
  9
  .............................................................................................
  
  T HE EV EN TUR E B EGI NS 
  The duke hosts the Night of the Masks in Castle Languard’s grand 
  ballroom. The event marks a rare opportunity for those of lower 
  rank to visit the castle and socialise with the ducal family and 
  Ashlar’s other movers and shakers. 
   
  Armas Nenonen graciously allows his close acquaintances—
  which include Ashlar’s nobles, high-ranking clergy and wealthy 
  merchants—to invite guests of their own to the event. Ofﬁcially, the 
  gesture is meant to reward promising individuals and provide 
  them further contacts and opportunities. Cynics, however, claim 
  such courtesies are merely a pretence for the nobles to easily 
  identify potential agents (or threats). 
   
  With a dispute over Longbridge threatening to escalate into 
  all-out war it’s an open secret the duke is using this year’s ball to 
  broker peace between lords Wido Gall and Hilduin Lorsch. Both 
  desire to add the village to their dominion. 
  HOOKS 
  There are several ways the PCs may secure an invitation to the 
  Night of the Masks: 
  •
  The PC’ recent exploits somehow gained admiration from an 
  inﬂuential guest and they are rewarded with an invitation. 
  •
  A mysterious patron has invitations anonymously delivered to 
  the PCs so they can observe them safely and in secret. If the 
  patron likes what they see, they may then approach the party 
  with an offer of employment.  
  •
  The PCs either need, or want, to rub shoulders with Ashlar’s 
  nobility. It’s all but impossible for commoners or heroes of 
  little repute to get an audience but the Night of the Masks 
  provides a perfect opportunity to meet the powerful and 
  inﬂuential. Securing invitations requires bribes of not less than 
  100 gp per ticket. 
  •
  For some PCs, simply realising they are not invited to the event 
  of the year provides enough incentive for them to ﬁnd a 
  means to crash the party. 
  RUNNING THE NIGHT OF THE MASKS 
  Running a large-scale social event like the Night of the Masks may 
  seem daunting. “The Night of the Masks” presents a basic timeline 
  of the major events of the night while additional sidebars 
  scattered throughout the text present other events you can use to 
  add spice and ﬂavour to the ball. Additionally: 
   
  •
  Castle Languard: This section describes the ballroom and 
  surrounding areas in which the masquerade ball is held. 
  •
  Guest of Interest: Hundreds of guests attend the ball, but the 
  PCs are most likely to dealings with these guests. Design other 
  guests as appropriate for your campaign. 
  •
  Making Conversation: This sidebar presents various topics of 
  conversation doing the rounds at the ball. 
  With all these elements prepared, running the eventure becomes 
  as easy as combining the various events and guests in interesting 
  ways. Encourage the party to split up (for once) and allow PCs to 
  engage with different NPCs during the ball. Present each scene 
  and give everyone ample opportunity to act, then move to the 
  next event. Shake things up by throwing in a special event or two.
  �2
  CODE OF CONDUCT 
  Guests are forbidden to carry weapons or engage in violent 
  behaviour at the ball. Troublemakers are swiftly ejected from the 
  castle. The normal social rules regarding decorum are relaxed 
  for the night’s duration, however, and members of different 
  social classes may ﬁnd it easier to meet and chat.
  THE SEVEN MASKS 
  Languard has a rich history and tradition regarding the Night of 
  the Masks. Those attending the ball wear one of seven styles of 
  mask. Guests are generally expected to wear disguises beﬁtting 
  their status and occupation. 
  •
  Irvikuva: This style of full mask resembles a leering avian 
  gargoyle, and is reserved for noble men. 
  •
  Kotka: This feathered half-mask resembles a bird of prey, 
  and is worn by noble women. 
  •
  Surma: Worn by high-ranking clergy this pale, featureless 
  mask portrays death and old age. 
  •
  Tumma: Styled after Tumma, a sad old miser from 
  Languard’s folklore, these dark half-mask are worn by 
  Ashlar’s wealthiest merchants. 
  •
  Varjo: Meant to depict Varjo, a cheeky beggar from 
  Languard folklore, these pale or tan full mask are worn by 
  moderately wealthy merchants. 
  •
  Villi: Those attending the ball at the behest of the 
  aristocracy or inﬂuential clerics wear these carved half-mask 
  representing Villi, a legendary wild man. 
  •
  Houkka: This long-nosed three-quarter-length mask is 
  styled after Houkka, Arndul Nenonen’s favoured jester, and 
  is worn by the guests of merchants. 
  In practice, the rules are rarely enforced. The duke and his 
  entourage always dress outside these conventions and it is not 
  uncommon for the wealthiest merchants to adopt modest 
  Irvikuva or Kotka designs. Some guests might intentionally dress 
  down, wearing masks below their status. The unwritten rule here 
  is simply,  “Don’t push it.” In the weeks prior to the ball, masks 
  are widely available throughout the city. The price ranges 
  anywhere from ﬁve to 500 gold crowns. Considerate patrons 
  often provide their guests with appropriate masks.
  
  T HE NI GHT OF THE MASKS 
  The Night of the Masks is a glittering social occasion attended by 
  Ashlar’s movers and shakers. Literally hundreds of guests and 
  servants course through Castle Languard’s ballroom and its 
  surrounds, during the ball. 
   
  A rough timeline of the evening’s major events appears below. 
  Use these events as the main parts of the evening, improvising 
  other smaller encounters and events as desired. Sidebars 
  scattered through the text present several minor events. Use, or 
  ignore, them, as desired. 
  1: THE GUESTS ARRIVE 
  Like most guests, the PCs enter Castle Languard through the main 
  gates cross the courtyard and through the atrium. Here they must 
  wait their turn to be admitted to the ballroom and the ball proper. 
  The wait is at least 30 minutes. Use this time to build atmosphere 
  and introduce the one or two other guests (see “Guest of Interest” 
  overleaf). Feed the PCs a few snippets of gossip (see “Making 
  Conversation” overleaf) to whet their appetites. 
  2: THE NOBILITY ARRIVE 
  Shortly after the last of the normal guests enter the ballroom, 
  members of Ashlar’s nobility join the throng. Their entrance is 
  loudly announced by the duke’s personal herald, Hannu Lankinen 
  (LN male human), who wears a gilt leather Houkka mask. 
  Prominent guests, each accompanied by close family members 
  and their entourage, arrive in the following order:  
  •
  Hilduin Lorsch (LE male human ﬁghter 2), lord of Woodridge, 
  wears a brushed steel Irvikuva mask. 
  •
  Ilmari Issakainen (LN male human ﬁghter 2/wizard 3) and his 
  wife Aelliah (NG female human bard 5), lord and lady of 
  Wellswood, wear identical masks depicting woodland dryads. 
  •
  Aelfgar Wymer (LN male human ﬁghter 2), reeve of Thornhill, 
  wears a bronze minotaur mask. 
  •
  Mira Lankinen (LG middle-aged female human paladin 5), 
  lady of Kingsfell, wears a simple silver Kotka mask. 
  •
  Elina Vuolle (LN female human wizard 6), lady of Coldwater, is 
  disguised as a water nymph and wears a veil of black and 
  white pearls. Elina hates living in Coldwater and would love to 
  sell the village and her noble title for enough gold to make a 
  new start elsewhere. 
  •
  Azthur Erdukr (LG female dwarf ﬁghter 5), thane of Don Galir, 
  wears a golden Kotka mask adorned with a single ruby. She 
  seems ill at ease among all this ﬁnery. 
  •
  Barro Godwyn (NG male human), mayor of White Moon 
  Cove, wears an ivory Varjo mask. 
  •
  Benjam Oksanen (LN old male human ﬁghter 5), lord  of 
  Dunstone, wears an amber three-quarter dragon mask. 
  •
  Wido Gall (LN male human wizard 4) wears a shimmering, 
  featureless mask of disconcerting aspect. 
  •
  Armas Nenonen (LN male half-elf ﬁghter 4/wizard 8), duke of 
  Ashlar, wears a dazzling golden griffon disguise. His 
  betrothed, Hanna-Mari Nenonen (N female half-elf wizard 2), 
  wears a golden headdress and half-mask, exquisitely wrought 
  to resemble an exotic bird, complete with folded wings and a 
  tail so grand it must be carried by a handmaiden. 
  3: LONGBRIDGE NEGOTIATIONS COMMENCE 
  After a while, the duke retires to the lounge (location E), along 
  with Hilduin Lorsch, Wido Gall and the other nobles. The lounge is 
  then cleared of all other guests, and no-one is admitted until the 
  discussions about Longbridge have concluded. It’s up to the GM 
  to decide how the negotiations proceed, when they come to an 
  end and whether the duke succeeds in defusing the growing 
  enmity between Hilduin Lorsch and Wido Gall.   
  4: THE UNMASKING 
  Traditionally, the unmasking takes place at midnight. The 
  orchestra stops playing, silence is called and all present solemnly 
  remove their disguises. Most identities have already been 
  guessed, no doubt, but feigned gasps of wonder and amazement 
  are proper etiquette. The unmasking marks the end of this Night 
  of the Masks.
  �3
  MINOR EVENTS 
  Guests discuss many rumours, subjects of interest and the like 
  while at the ball. Such subjects include: 
  1.
  A courier rushes in with a message for one of the nobles, 
  who leaves immediately. This creates a stir among the other 
  guests. The noble returns looking annoyed, an hour later. 
  2.
  A minor merchant instigates a (brief) brawl. It is all a cover to 
  damage a rival’s much more impressive costume (about 
  which he is insanely jealous). 
  3.
  Two lovers (Aatu Hirvi and Hedvig Ahti) enlist the PCs to help 
  them meet away from the watchful eyes of their families. 
  4.
  The drunken, puffed up, ageing and self-important duellist, 
  Brusi Kainu (who the PCs have never met before) slaps one 
  of the PCs with a glove and "demands satisfaction” before 
  wandering off in search of more wine. 
  5.
  An agitated person is frantically searching for someone 
  speciﬁc among the masked guests. 
  6.
  A rumour about one of the PCs—they are having an affair 
  with a prominent, unnamed noble—spreads like wildﬁre 
  through the throng. 
  7.
  While the PCs are enjoying a drink, a pale blue, lace-
  trimmed handkerchief is dropped over their glass. 
  8.
  A guest insists one of the PCs is a long lost, distant relative, 
  despite the fact the PC's face is completely covered, and is 
  unrecognisable. He follows the PC around for the rest of the 
  night asking annoying questions. 
  
  C A S T LE LA N GUAR D 
  During the Night of the Masks, Castle Languard receives three to 
  four hundred esteemed guests. Since it would be both impractical 
  and unsafe to open up the entire castle to them, guests are 
  restricted to the grand ballroom and castle gardens. Pairs of 
  masked ducal guards prevent access to off-limits areas and patrols 
  are common on the grounds to ensure everyone’s safety.  
  A: CASTLE GATES AND COURTYARD 
  Blazing braziers ﬂank the gate leading into the part of the castle 
  hosting the Night of the Masks. Twelve guards (LM human ﬁghter 
  1) wearing plain black half-masks discreetly scrutinise the guests 
  and their invitations.  
  B: ATRIUM 
  Four dozen brass lanterns, their windows tinted with vermillion 
  and navy ink, ﬂoat in a shallow pool at the centre of the atrium. Six 
  ushers, clad in the livery of House Nenonen and wearing simple 
  half-masks, provide refreshments and offer to take heavy coats 
  and other accoutrements. Muted chamber music echoes through 
  the closed doors and the guests’ anticipation and excitement 
  hangs tangibly in the air. 
  •
  Elo Virta (CG male human), Languard’s most talented and 
  eccentric mask-maker, sits behind a counter handing out 
  masks to guests who have lost theirs or whose disguises he 
  believes, “...simply will not do!” Elo has barely slept and is 
  quite tired. He could easily make the mistake of handing 
  someone a new mask far above or below their status. 
  C: GRAND BALLROOM 
  The sight of Languard’s grand ballroom is nothing short of 
  breathtaking. The wide open checkered parquet ﬂoor, smooth like 
  a still lake, stretches from wall to wall. Four blue-veined marble 
  pillars carved with ﬂoral motifs hold aloft a groin-vaulted ceiling 
  decked with frescoes of house Nenonen’s illustrious past. Some 
  thirty pairs of masked and attired noble men and women are 
  dancing to an enchanting rondo played by a 16-piece chamber 
  orchestra. A long table against the west wall contains a myriad 
  of ﬁne foods and drinks, and is kept permanently stocked by 
  masked servants. To the southeast, two grand staircases rise 
  to a balcony providing a marvellous overview of the 
  ballroom. Beyond the trellised windows glow the 
  burning braziers of the far quieter castle gardens. 
  D: BALCONY 
  A half-dozen tables and twice as many chairs stand 
  along the carved wooden balustrade, providing a 
  magniﬁcent view of the grand ballroom twenty feet 
  below. A 
  well-stocked bar sits against the southeast wall. As the set of 
  imposing double doors to the north swings open, the PCs brieﬂy 
  glimpse an opulent lounge, reserved for the most important 
  guests. A vigilant warrior stands beside the doors, eyeing all who 
  approach. 
  •
  Airi Wymer (LN female human ﬁghter 4) is one of the duke’s 
  most trusted retainers, and is ever vigilant in his service. Clad 
  in ﬁne plate armour she does not eat, drink or stray from her 
  post during the ball.
  �4
  
  E: LOUNGE 
  Four sturdy chains suspend a wrought iron chandelier, decked 
  with gold leaf, at the centre of the room. Sumptuously clad guests 
  mostly wearing Irvikuva and Kotka masks sit on velvet-cushioned 
  chairs surrounding low tables, talking gossip and politics. Even the 
  air smells luxuriously—of honeyed perfume and spiced tobacco. 
  Along the west wall stand ﬁve small cells, closed with heavy velvet 
  curtains offering some conversational privacy. The windows 
  stretch from ﬂoor to ceiling, overlooking the beautifully lit castle 
  gardens. 
  F: CASTLE GARDENS 
  Fire-lit gravel paths cut through neatly outlined beds containing 
  ornate ﬂowers and shrubs. Bronze statues, half-eaten by verdigris 
  and losing a steady battle against creeping ivy, representing 
  heroes from House Nenonen’s history dot the grounds. To the 
  northeast, a ﬂagstone path runs underneath the drooping 
  branches of a centuries-old weeping willow and into the castle’s 
  labyrinth. Above its juniper hedge rows emerges the moss-
  encrusted slate roof of the arbour sitting at the centre. 
  G: LABYRINTH 
  Seven lit lanterns sit alongside a couple of empty wine glasses on 
  a ﬂat-topped boulder next to the labyrinth’s entrance. Furtive 
  giggles, hushed whispers and the sounds of gravel crunching 
  underfoot abound as guests explore the labyrinth, their lantern-
  light scattering distorted shadows through the tangled evergreen 
  branches. (Perhaps the PCs overhear interesting conversations 
  from unseen guests while walking the labyrinth’s twisting paths). 
   
  The old arbour at the labyrinth’s centre is carved from granite 
  and overgrown with brown moss and pale lichen. A stone-hewn 
  table and two benches inside provide room to seat up to four 
  people. The pitted marble slab making up the table top shows a 
  bas-relief of a sleeping knight, his features now faded beyond 
  recognition. The marble slab in the arbour was taken from a 
  sarcophagus in Castle Languard’s crypts. If anyone spends ten 
  minutes or longer alone and in complete darkness near the stone, 
  they hear a low voice whisper in Elven, “Get out of my house.” 
  H. GARDEROBES 
  Fragrant herbs hang trussed on twine from the ceiling of this tiny 
  chamber. Balls of raw cotton surround a bowl of rosewater sitting 
  on a low table nearby. A heavy chaff-ﬁlled cushion lies on a low 
  wooden bench. It covers a circular hole leading to a cesspit some 
  ﬁfty feet below. The sturdy oaken door can be locked with a 
  deadbolt from inside. 
   
  Little of interest tends to happen in the privies, though on 
  occasion they may be used to conceal items, people and illicit 
  dealings or—even—romantic assignations.
  �5
  
  G U E S TS OF I N TER EST 
  Along with some 300 other guests, the following folk of note are 
  present at the ball. Use these NPCs to portray the folk the PCs 
  meet during the Night of the Masks. 
  NOOMI ALANEN 
  LN female human wizard 2 
  With her long auburn hair tied in a knot and features hidden 
  behind a buff Varjo mask, this woman appears to be masquerading 
  as a man. Nevertheless, her attire spectacularly fails to conceal her 
  feminine form.  
  Noomi believes she is descended from the accursed Alanen line 
  and is therefore heiress to the Alanen fortune. She is here 
  incognito, seeking the duke’s ear, but fails to get anywhere near 
  him. Adventurers who seem trustworthy are asked to prove her 
  claim to the family name by seeking evidence amid the tumbled 
  ruins of Greystone. 
  RONI AUVINEN 
  LN male human ﬁghter 5 
  A latticework of ropy scars shows on the stubbled chin of this 
  broad-shouldered man, below a gilded Villi mask. He seems ill at 
  ease, in his tight-ﬁtting outﬁt.  
  Roni is a champion, hired to ﬁght on Simo Turunen’s behalf in an 
  important ordeal by combat tomorrow. He feels out of place in his 
  borrowed clothes and has a weakness for wine and red-headed 
  women. In his employer’s absence Roni is free to indulge in both. 
  AIRI LUOMA 
  NG middle-aged female human 
  With an elaborate beehive hairstyle this woman and her 
  bedazzling ball gown cleave through the crowd like a regal 
  galleon.  
  Every now and then, Airi receives thanks and compliments which 
  she answers with a practiced smile. Airi is Languard’s most 
  talented tailor and owner of the Needle’s Poise (location H11 on 
  the City of Languard map). She seems preoccupied tonight, 
  though, but not because of her rivalry with Elo Virta (see location 
  B). Rather, a family heirloom was stolen from her personal vault at 
  High Bank (location H6 on the City of Languard map) and she is 
  looking for someone to discreetly investigate the theft and to 
  recover the item.  
  SEDRIK PELKONEN 
  N male human cleric (Conn) 3 
  This man wears a bone white Surma mask which he lifts every now 
  and then to wipe sweat from his brow.  
  Sedrick is being blackmailed by an unknown party who has 
  evidence of certain indiscretions committed by the priest. His 
  personal funds dwindling, Sedrik has taken to stealing from the 
  dead at the Father’s Hall to make his payments. 
  LASSI SAARELA 
  NE male human 
  Silver and copper coins make up the entirety of this man’s 
  impressive Varjo mask. He absent-mindedly runs his ringed ﬁngers 
  through a grey-streaked blonde beard and his pale blue eyes 
  regularly scan the ballroom.  
  Though a wealthy man, Lassi stands to lose a lot in a legal dispute 
  regarding land ownership. A trial by combat has been scheduled 
  to decide the matter tomorrow, but Lassi’s champion is no match 
  for Roni Auvinen, Simo Turunen’s ﬁghter. He has paid Aura Sulkava 
  to ply Roni with so much drink as to render him ineffectual in 
  tomorrow’s combat.  
  HAGUK SALONEN  
  LE male half-orc thief 8 
  The richly embroidered navy blue coat, carved whale-bone cane, 
  and gem-studded Irvikuva mask reveal this tall, dark-haired man as 
  a gentleman of impeccable taste.  
  In spite of Haguk’s obvious taste and wealth, the other guests 
  seem to give him a wide berth. The glint in his jaundiced eyes 
  �6
  EVENT: JOYS OF BATRACHIANISM 
  Eskil Rupikonna (NG male human ﬁghter 3) approaches one of 
  the PCs. Despite his rich embroidered clothing, the ﬂat-nosed 
  olive green Houkka mask he wears seems poorly made. Shortly 
  after introducing himself, Eskil steers the conversation towards 
  his glorious hobby of batrachianism, explaining he is an avid 
  connoisseur of toads. Though quite harmless and friendly, Eskil 
  is terribly boring and clingy. He follows his new friend around 
  while regaling them with pointless trivia on toads. As a result, 
  others avoid the pair. Dumping Eskil proves to be a challenge.
  EVENT: POISON? 
  Suddenly,, Benjam Oksanen (LN old male human ﬁghter 5) lord 
  of Dunstone, wearing a silver-scaled Irvikuva mask, gives a loud 
  gasp. As he drops his glass, his eyes roll back in his head and he 
  falls to the ﬂoor and begins to violently convulse. Poisoning is 
  immediately suspected, but Benjam actually suffers from 
  strange ﬁts; a fact known only to himself and his wife, Tarja. He 
  recovers after a few minutes. Benjam considers his condition a 
  political weakness and urges those who aid him not to reveal 
  the truth. When it has been conﬁrmed the drinks are safe, the 
  evening continues as if nothing had happened.
  
  suggests he could not care less. Haguk, an eminent member of 
  the Shadow Masks, is here because many nobles owe the self-
  styled gentleman explorer of Gloamhold a favour. He ﬂaunts his 
  presence and revels in the disapproval of those considering 
  themselves his betters. 
  AURA SULKAVA 
  N female half-elf thief 2 
  Emerald eyes set in a beautiful red-feathered Kotka mask catch 
  your attention. The woman runs a delicate hand through her long, 
  copper-coloured hair and shoots you a quick, mischievous smile 
  before turning her gaze elsewhere.  
  Aura is a top-class courtesan, both renowned and reviled among 
  Languard’s aristocracy. She was invited by an unknown benefactor 
  (actually Lassi Saarela) and paid handsomely to entertain Roni 
  Auvinen and get him as drunk as possible. 
  ALVI WYMER 
  N male human ﬁghter 3 
  This foppish young noble struts about as if he were the duke 
  himself, his eyes continually darting left and right from behind a 
  silver Irvikuva mask.  
  Alvi is the second son of Aelfgar Wymer (reeve of the swamp-
  village of Thornhill) and an accomplished duelist with three kills to 
  his name already. Desperate to win Aura Sulkava’s affection, Alvi is 
  looking to challenge someone to a duel, hoping this will impress 
  the beautiful half-elf. 
  JALMAR WYMER 
  CN male human ﬁghter 1/thief 1 
  A loud guffawing sounds from underneath the hooked beak of this 
  scarlet and black Irvikuva mask. 
  Brash and boisterous Jalmar is the middle child of the Wymer 
  noble family and fourth in line to their family’s “fortune”, which in 
  truth comes from levying ancient, half-forgotten taxes on 
  wandering adventurers and the like visiting the marsh-bound 
  village of Thornhill. He habitually gambles away his stipend and is 
  fond of embarrassing his father, Aelfgar.
  �7
  MAKING CONVERSATION 
  Guests discuss many rumours, subjects of interest and the like 
  while at the ball. Such subjects include: 
  1.
  Hanna-Mari Nenonen is actually duke Armas’s third cousin. 
  The young bride-to-be is said to be deeply unhappy with the 
  upcoming wedding. 
  2.
  Having dragged on for years, Simo Turunen and Lassi 
  Saarela’s dispute over land ownership is ﬁnally coming to an 
  end. Simo has invoked his right to trial by combat, and has 
  hired a seasoned champion. The duel takes place tomorrow. 
  3.
  Eskil Rupikonna is quite insane. He used to be an adventurer 
  until one fated expedition into Gloamhold’s doom-shrouded 
  halls led to his companions’ deaths. Eskil barely escaped 
  with his life and has since repressed the memory of his last 
  adventure, developing a strange (and curious) obsession 
  with toads and other slimy things. 
  4.
  The competition between Wido Gall and Hilduin Lorsch over 
  control of Longbridge is nearing open conﬂict. Duke Armas 
  is hosting negotiations at the ball to stave off armed conﬂict 
  5.
  There’s been a recent string of thefts at the Father’s Hall 
  (location T2 on the City of Languard map), where 
  belongings of the deceased were stolen shortly before the 
  funerary rites. Every time, Sedrik Pelkonen was the attending 
  priest. 
  6.
  It’s no secret the duke is desperate for a male heir. This is the 
  real reason behind his recent betrothal to Hanna-Mari. 
  Supposedly, she is already with child. (False rumour.) 
  7.
  Adventurers of the Shining Fellowship brought back the 
  carcass of a seven-foot long stark white eel from the 
  Breathless Narrows. The fermented innards of these 
  monsters are a powerful aphrodisiac. Pharran, the lady who 
  runs Pharran’s Shroud (location H13 on the City of Languard 
  map), buys all such specimens. (False rumour.) 
  8.
  Rumour has it High Bank (location H6 on the City of 
  Languard map) was robbed a few nights ago. Allegedly, 
  several vaults were plundered but no victims have yet come 
  forward. Tacitus Greev, the manager, denies any theft took 
  place but his nervous demeanour of late suggest otherwise. 
  9.
  Aavo Oksanen (ruler of Dunstone in all but name in his aged 
  father’s stead) seeks an artefact of great power hidden in the 
  Mottled Spire. He sponsors groups of ambitious adventurers 
  to explore its unmapped valleys. 
  10. Elo Virta, the mask maker, and Airi Luoma, one of Languard’s 
  most renown tailors, have a long-standing rivalry when it 
  comes to the Night of the Masks. Each strives to outdo the 
  other through their elaborate outﬁts and masks. Both would 
  stop at nothing to sabotage their rival’s work. (False rumour.)
  EVENT: HANNA-MARI CHANGES 
  Hanna-Mari (N female half-elf wizard 2) will shortly marry duke 
  Armas Nenonen. Before then, she is determined to enjoy as 
  much freedom as possible. When her betrothed, retires to the 
  lounge for the Longbridge negotiations, she retreats to her 
  private chambers to switch costumes with her disapproving 
  handmaiden, Kata Vainio (LG female human expert 1). 
   
  When the pair return to the ball, Kata keeps up the charade 
  as best as she can. Meanwhile, Hanna-Mari enjoys her 
  temporary freedom and anonymity. She might drink a bit too 
  much, perhaps getting ﬂirtatious with one of the PCs or other 
  guests. Kata then intervenes, approaching the PCs and asking—
  or rather demanding—they save her “handmaiden" from 
  embarrassing herself. Depending on how they handle the 
  situation, the PCs would make a powerful friend…or foe.
  
  T HE EV EN TUR E CONTINUES 
  At the end of the Night of the Masks, the PCs should have made 
  several new acquaintances and learned more than a few 
  interesting rumours about goings on in Languard and the wider 
  duchy. Any of these friends, foes or rumours could lead to new, 
  exciting adventures. A selection of possible future adventure 
  hooks appears below: 
  •
  The Longbridge Situation: If the PCs sense opportunity in the 
  situation surrounding Longbridge they could quickly 
  ﬁnd themselves in the middle of the feud between 
  Wido Gall and Hilduin Lorsch. 
  •
  Noomi Alanen: Noomi believes she is the sole heir 
  to the Alanen fortune, but other folk also claim the 
  title. If the PCs manage to prove her claims by going 
  to Greystone, they gain an inﬂuential ally; not to 
  mention several powerful enemies as well: the 
  Alanen’s numerous debtors. 
  •
  Eskil Rupikonna’s Memories: Eskil’s 
  harrowing memories of Gloamhold may yet 
  resurface, and if he has befriended one or 
  more of the PCs he may babble about his 
  experiences when next they meet. Perhaps 
  his crazed mutterings reveal some secret 
  the PCs could exploit for fame and 
  fortune.  
  •
  Thefts from the Father’s Hall: 
  Sedrik Pelkonen’s blackmailers 
  are still at large, and he continued 
  his theft of burial goods from the 
  dead. Who is blackmailing the priest? 
  If the PCs have befriended Sedrick, 
  or if the party contains fellow 
  worshippers of Conn the cleric 
  turns to the heroes for help. 
  •
  Trusted Friends of the 
  Duchess: 
   If the PCs 
  handled discretely Hanna-
  Mari’s costume change 
  and subsequent high-
  jinks they have earned 
  t h e s o o n - t o - b e -
  duchess’ trust. In the 
  future, she might 
  ask the PCs to hunt 
  d o w n c e r t a i n 
  items for her in 
  Languard or the 
  surrounds. Things 
  could get uncomfortable 
  for the PCs if she starts sending a 
  receiving messaged with a 
  mysterious individual lurking in 
  Languard. What is going on?
  �8
  
  OGL V1.0A 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 
   
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  15 COPYRIGHT NOTICE: Open Game License v 1.0 ©2000, Wizards of the Coast, Inc. 
   
  Open Game License v1.0a. Copyright 2000, Wizards of the Coast Inc. 
   
  System Reference Document: ©2000, Wizards of the Coast, Inc. Authors: Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. 
   
  Campaign Events: Masquerade Ball. ©Raging Swan Press 2015; Author: Katherine Evans. 
   
  Gloamhold Campaign Guide. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  City Backdrop: Languard. ©Raging Swan Press 2017; Author: Creighton Broadhurst.  
   
  Languard Locations: High City. ©Raging Swan Press 2018; Author: Creighton Broadhurst, Jeff Gomez, Steve Hood, Amber Underwood and Mike Welham.  
   
  Night of the Masks. ©Raging Swan Press 2019; Author: Bart Wynants. 
  To learn more about the Open Game License, visit wizards.com/d20. 
  Product Identity: All trademarks, registered trademarks, proper names (characters, deities, artefacts, places and so on), dialogue, plots, storylines, language, incidents, locations, 
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  Open Content: Except material designated as Product Identity, the contents of Night of the Masks are Open Game Content as deﬁned in the Open Gaming License version 1.0a 
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  Wynants to be identiﬁed as the author of this work has been asserted in accordance with the Copyright Designs and Patents Act 1988. 
  �9
  
  R A G I N G S W A N . C O M  
   EVERYTHING  
       is Better with  
  Tentacles 
  
   
   
   
   
   
   
   
   
   
   
   
   
  TITLE 
    
  
SOURCE: textdata/thevault/Raging Swan - Gloamhold/Raging Swan Gloamhold/Raging Swan Eventures/Raging Swan Night of the Masks/Raging Swan Night of the Masks.pdf