Pathstrayer

The Illusionary Gambit

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In the heart of a dense wilderness, a lively clearing emerges, bustling with energy and anticipation. The air is filled with murmurs of excitement as a charismatic figure stands at the center, drawing the attention of a growing crowd. This is Barnaby, a renowned illusionist and showman known for his captivating performances. His vibrant attire and magnetic presence beckon the adventurers to step closer and immerse themselves in the enigmatic spectacle unfolding before their eyes. Brace yourselves, for the illusionary gambit is about to begin, and the quest to unravel Barnaby's mirage starts now.

Quest Type: Inspect, Puzzle

Encounter CR: 0

Playing time: 60 minutes

The party encounters Barnaby, a charismatic con man, who lures them into a rigged game called Illusory Targets. Initially, the players are captivated by the lively crowd and Barnaby’s promises of incredible rewards. However, they soon discover that the game is a cleverly constructed illusion designed to deceive and manipulate.

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Players! Want to play this quest? Stop reading and notify your DM. Save the fun for the game-table!

As the party approaches the clearing, you see a charismatic figure standing at the center, surrounded by a bustling crowd. He wears vibrant attire and exudes a captivating aura. The crowd seems enthralled by his presence. You notice that the clearing appears more crowded and lively than it should be. Barnaby beckons the party to join the onlookers, his voice carrying over the excitement of the crowd.

Ladies and gentlemen, welcome, welcome! Step right up and witness the wonders of Illusory Targets! I have a game of skill and precision for all of you brave adventurers. Are you ready to test your mettle and win incredible rewards?” 

Barnaby gestures towards the booth, revealing a variety of targets, each with a different shape and size. They are painted with vibrant colors, making them even more appealing.

 

“Small targets grant you one point, medium targets three points, and the large targets a whopping five points! Hit as many as you can in each round to accumulate the highest score. Ah, I almost forgot to mention. To play each round, there is a modest entry fee of 5 silver. However, with each subsequent round, the entry fee doubles. A small investment for the chance at bountiful treasures, wouldn’t you agree?” 

Barnaby’s words carry a hint of mischievousness, barely noticeable. He seems confident that no one will question the increasing entry fees.

“Now, my dear adventurers, who among you is brave enough to step forward and take on the challenge of Illusory Targets? Your fortune awaits!” Barnaby concludes his enticing description, scanning the crowd and then fixing his gaze on the party. The crowd eagerly awaits the first volunteer to step forward and accept the challenge.

Game Rules: Illusionary Targets

Barnaby explains the rules of his game, Illusory Targets, to the crowd and the party. He presents a carnival-style booth with colorful targets of varying sizes and shapes.

Objective: The objective of Illusory Targets is to hit as many targets as possible and accumulate points.

Gameplay: The game consists of three rounds. Players take turns throwing projectiles (darts, balls, or similar items) at the targets. Each turn, players get three attempts to hit their targets. To determine success, the player must make an Attack Roll using their Dexterity modifier and proficiency bonus, if applicable. After the three rounds, the points are totaled and the relevant reward is given. If the players decide not to pay the entrance fee into the next round, the game ends.

Hitting a target
While the game is not rigged, each target has the following Armor Class:
  • The Small target’s Armor Class (AC) is 10.
  • The Medium target’s Armor Class (AC) is 7.
  • The Large target’s Armor Class (AC) is 5.
While the game is rigged in Barnaby’s favor, add 10 to each of these numbers.

If the Attack Roll meets or exceeds the target’s AC, the projectile hits the target, and the player earns points based on the difficulty of the target:

  • Small targets: 5 points 
  • Medium targets: 3 points 
  • Large targets: 1 point
Doubling Entry Fee

To participate in each round, players must pay an entry fee of 5 silver. However, the entry fee doubles with each subsequent round:

  • Round 1: 5 silver
  • Round 2: 10 silver
  • Round 3: 20 silver

The party is free to try as many times as they like, however the price of entry will continue to double for each attempt:

  • Game 2 Round 1: 40 silver
  • Game 2 Round 2: 80 silver
  • Game 2 Round 3: 160 silver

The party can also pay in other forms of currency, or they can use items and equipment as payment if they want.

The Game Is Rigged!

In the Illusory Targets game, the rigged nature of the game lies in hidden enchantments and mechanisms that ensure the players cannot win, at least initially. Here’s how the game is rigged:

  • Illusory Targets: The targets themselves are not real objects but illusions created by Barnaby’s magic. They appear solid and tangible, but they are actually incorporeal and unaffected by any physical projectiles.
  • Shifting Illusions: The illusory targets subtly shift and move during gameplay, making it difficult for players to accurately aim and hit them. The targets might dodge or sway unpredictably, causing projectiles to miss even if they were initially aimed correctly.
  • Enchanted Defenses: The illusory targets are protected by magical barriers that make them harder to hit. These barriers have an increased Armor Class (AC), requiring high attack rolls to even have a chance of hitting them.
  • Invisible Hindrances: Hidden magical wards and barriers are placed around the booth, affecting the trajectory of thrown projectiles. These invisible hindrances alter the path of the projectiles, causing them to veer off course or lose momentum, making it nearly impossible to hit the targets accurately.
  • Manipulated Luck: Barnaby secretly manipulates the results of the game through magical means. Even if a player manages to hit a target, the magic subtly alters the outcome, causing the projectile to pass through the illusion without any effect, as if the target were never hit.
Player Options

Identifying and dealing with the mechanisms behind the rigged game requires the players to be observant, investigate clues, and think creatively. Here are some ways the players can identify and deal with these mechanisms:

  • Observing the Illusions: The players may notice subtle inconsistencies or irregularities in the movement of the illusory targets. They could make Perception or Investigation checks to spot slight shifts, unnatural patterns, or flickers in the illusions, indicating that they are not real objects.
  • Analyzing Failed Attempts: If the players’ projectiles consistently miss or pass through the illusory targets without any effect, they may start to suspect foul play. They can examine the trajectories and impacts of their throws, looking for patterns or signs of interference, such as invisible barriers or alterations in the projectile’s path.
  • Magical Detection: If the players have access to magical abilities or spells, they can use them to detect illusions, enchantments, or hidden barriers. Spells like Detect Magic, Identify, or True Seeing could reveal the magical nature of the rigged elements or expose hidden enchantments that affect the game.
  • Investigating the Booth: The players can inspect the booth itself, searching for hidden mechanisms or enchantments. This could involve searching for concealed compartments, trapdoors, or magical sigils. Skill checks such as Investigation, Arcana, or Perception can help them discover hidden elements.
  • Disabling the Enchantments: Once the players have identified the mechanisms behind the rigged game, they can attempt to disable or bypass the enchantments. This could involve dispelling magical barriers, disrupting the illusions, or neutralizing the hidden hindrances. This may require specific spells, using tools or objects found in the environment, or solving puzzles related to the magical nature of the rigged elements.

If the party decides to attack Barnaby instead of playing his game, the situation unfolds as follows:

Barnaby looks surprised. “Well, well, it seems you’re not as easily fooled as I thought. How disappointing. I suppose we’ll have to do this the hard way then.” He raises his hands, and a sinister grin appears on his face. Suddenly, the crowd of onlookers begins to shift and change, one by one the life drains from their eyes as all expression falls from their faces. They start to chant in unison “Our loyalty lies with Barnaby! We will protect him at all costs!”

 

Conclusions

Depending on the outcome of the party’s actions, different conclusions apply:

Party's Success

With their sharp wit and keen observation, the party successfully exposes Barnaby’s illusionary con. They confront him, armed with evidence of his deception and rigged game. As Barnaby tries to defend himself, the party presents their findings to the crowd, revealing the truth behind the game. The onlookers, no longer under Barnaby’s sway, turn against him.

The party’s victory earns them the admiration of the crowd and their fellow adventurers. They claim the genuine rewards promised for their participation, including the coveted homebrew magical items. The party’s reputation soars as word spreads of their ingenuity and ability to see through Barnaby’s elaborate deception. They depart from the clearing, their heads held high, knowing they have successfully thwarted the illusionary con and emerged as true heroes. 

Party's Failure

Despite their best efforts, the party is unable to fully unravel Barnaby’s illusionary con. They suspect foul play and uncover some of the rigged mechanisms, but they are unable to disable or bypass them effectively. Barnaby remains one step ahead, evading their accusations and defending his rigged game. The party’s attempts to expose the truth fall short, and the crowd remains captivated by Barnaby’s charisma.

As the party departs from the clearing, they carry a sense of disappointment and frustration. Although they couldn’t expose Barnaby’s deceit, they have learned valuable lessons about the dangers of illusion and manipulation. The experience serves as a reminder of the need to be vigilant and to question appearances. While they may not have won the game, the party’s perseverance and determination will surely prepare them for future challenges and deceptions they may encounter in their adventuring journeys. 

Combatting Barnaby

As the final blow lands on Barnaby, He staggers backward, his eyes filled with disbelief and defeat. “No… this can’t be… I am the master of illusion… How…?”With his last breath, Barnaby collapses to the ground, defeated and powerless. The onlookers, now free from Barnaby’s enchantment, begin to regain their senses. They look upon the party with a mixture of relief and gratitude. The realization of Barnaby’s deceit spreads through the crowd, and they erupt in cheers and applause.

The adventurers stand victorious, having exposed Barnaby’s true nature and put an end to his manipulative schemes. They have protected the innocent from falling prey to his illusions and deceit. The party’s bravery and resourcefulness have earned them the admiration and respect of those they saved.

As the crowd disperses, whispers of the heroes who thwarted Barnaby’s illusions spread throughout the land. The party’s reputation grows, solidifying their status as renowned adventurers capable of unraveling even the most elaborate deceptions.

With Barnaby defeated and his illusions shattered, the party can now continue their journey with their heads held high, knowing they have emerged victorious in the face of trickery and emerged as champions of truth and justice.

Risks and Rewards

Please Note, these rewards are unique. The party cannot win more than one of each, Once a prize is claimed, that tier of reward is removed completely from the prize pool. Additional rewards can be added at the DMs discretion.

Note: The maximum amount of points that can be earned through playing Barnaby’s game is 45, meaning the last reward is impossible to gain. It can be awarded to players who either discover Barnaby’s ruse, or defeat him in combat.

Points Prize Information
0-15
Trinket of Guideed Aim
Wondrous Item (necklace/charm), uncommon.
This small pendant or charm grants a +1 bonus to attack rolls made with ranged weapons. Once per day, the wearer can use a bonus action to gain advantage on their next attack roll with a ranged weapon.
16-30
Cloak of the Elusive Marksman
Wondrous Item (cloak), rare.
This finely crafted cloak grants the wearer advantage on Dexterity (Stealth) checks. Additionally, once per day, the wearer can use their reaction to gain resistance against an attack that targets them, provided they are not surprised and they are wearing the cloak.
31-50
Bracers of True Aim
Wondrous Item (bracers), very rare.
These magical bracers enhance the wearer's accuracy and precision. They grant a +2 bonus to attack rolls made with ranged weapons. Additionally, once per day, the wearer can declare a shot as a "True Aim," granting them advantage on the attack roll and doubling the damage dealt if the attack hits.
50+ points
See note above
Arcane Archer's Gauntlets
Wondrous Item (gauntlets), legendary.
These legendary gauntlets are adorned with intricate elven designs. They empower the wearer with the abilities of an Arcane Archer.The gauntlets allow the wearer to imbue their ranged weapon attacks with magical effects. Once per day, as a bonus action, the wearer can choose to add one of the following effects to their ranged attack:
  • Seeking Shot (ignores half-cover and three-quarters cover)
  • Bursting Shot (deals area of effect damage to nearby enemies)
  • Grasping Shot (entangles the target, reducing their speed by half)
These effects last until the end of the wearer's turn.

Monsters and NPC's

The challenge rating and specific abilities of Barnaby and his controlled crowd members can be adjusted according to the party’s level and the desired level of difficulty for the encounter.

Homebrew

Barnaby, Illusionary Con Man

Medium Humanoid (Human), Rogue

Armor class 15 (leather armor)
Hit points 65 (10d8 +20)
Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1)
18 (+4)
14 (+2)
14 (+2)
12 (+1)
16 (+3)
Skills Deception +7, Sleight of Hand +7, Insight +4, Persuasion +7
Saving Throws: Dexterity +7, Intelligence +4
Senses Passive Perception 11
Languages Common
Challenge 1/2 (100 XP)
Proficiency Bonus +2

Illusionary Manipulation: Barnaby has advantage on saving throws against being charmed or frightened. He has expertise in Deception and Sleight of Hand.

Actions

Dagger: Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) piercing damage.

Shortbow: Ranged Weapon Attack: +7 to hit, range 80/320 ft., one target. Hit: 6 (1d6 + 4) piercing damage.

Crowd Control (Recharge 5-6): Barnaby uses his charismatic presence to control the crowd of onlookers. He makes a Charisma (Persuasion) check contested by the Wisdom (Insight) checks of any affected targets. On a success, the target is charmed by Barnaby and will act in accordance with his commands for 1 minute or until the target takes damage or witnesses Barnaby’s true nature.

Legendary Actions:

Barnaby can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature’s turn. Barnaby regains spent legendary actions at the start of his turn.

  • Distracting Flourish: Barnaby makes a Dexterity (Sleight of Hand) check contested by the target’s Wisdom (Perception) check. On a success, the target is  distracted, granting advantage on the next attack roll made against it.
  • Taunting Words: Barnaby mocks a target within 60 feet that can hear him. The target must succeed on a Wisdom saving throw (DC 14) or have disadvantage on its next attack roll.
  • Illusory Escape: Barnaby uses a bonus action to disengage or hide, disappearing from sight
    temporarily.

Homebrew

Controlled Crowd Member (Mage)

Medium Humanoid (any race)

Armor class 12 
Hit points 22 (4d8 +4)
Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1)
12 (+1)
12 (+1)
14 (+2)
11 (+0)
10 (+0)
Skills Arcana +4
Saving Throws: INT+2, WIS+2
Senses Passive Perception 10
Languages Common, one additional language
Challenge 1/2 (100 XP)

Spellcasting: The mage is a 4th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The mage has the following wizard spells prepared:

  • Cantrips (at will): Mage Hand, Minor Illusion, Ray of Frost
  • 1st level (4 slots): Magic Missile, Sleep
  • 2nd level (2 slots): Misty Step, Mirror Image

Actions

Dagger: Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 3 (1d4 + 1) piercing damage.

Homebrew

Controlled Crowd Member (Guard)

Medium Humanoid (any race)

Armor class 16 (chain mail, shield) 
Hit points 11 (2d8 +2)
Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1)
12 (+1)
12 (+1)
10 (+0)
11 (+0)
10 (+0)
Skills perception +2
Saving Throws: none
Senses Passive Perception 12
Languages Common
Challenge 1/4 (50 XP)

Actions

Longsword: Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing damage.

Homebrew

Controlled Crowd Member (Commoner)

Medium Humanoid (any race)

Armor class 10 
Hit points 4 (1d8)
Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
10 (+0)
Skills none
Saving Throws: none
Senses Passive Perception 10
Languages Common
Challenge 1/4 (50 XP)

Actions

Club: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.

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