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=== Gretchling Squad === | === Gretchling Squad === | ||
''You hear a chorus of slimy footsteps and quiet croaking. Large, reflective eyes stare out from the | ''You hear a chorus of slimy footsteps and quiet croaking. Large, reflective eyes stare out from the darkness.'' | ||
2d4+2 | 2d4+2 Gretchlings appear. If the party has already made an alliance with Mogg, then they are amicable towards the party and pass through quickly. If the party has not yet made an alliance with the gretchlings, then the gretchling squad’s leader, Begh, will confront the heroes. | ||
Begh is very stern and militaristic, which has the unintended consequence of being amusing given how small and harmless a gretchling looks. | Begh is very stern and militaristic, which has the unintended consequence of being amusing given how small and harmless a gretchling looks. | ||
Begh tries to bully the heroes into leaving the manor, but if that | Begh tries to bully the heroes into leaving the manor, but if that does not work, then he will demand that they become his prisoners and he will escort them to Mogg. | ||
'''Fighting the Gretchlings''' | '''Fighting the Gretchlings''' | ||
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Mogg is a verbose gretchling that often misuses long words in an attempt to sound smarter. He cares for his fellow gretchlings and clearly commands their admiration. Mogg will be hostile to the party when they first meet, but will not be violent unless the party attacks. He might comment in surprise that “some of Uvior’s servants are still living!” | Mogg is a verbose gretchling that often misuses long words in an attempt to sound smarter. He cares for his fellow gretchlings and clearly commands their admiration. Mogg will be hostile to the party when they first meet, but will not be violent unless the party attacks. He might comment in surprise that “some of Uvior’s servants are still living!” | ||
The party might ask him who Uvior is, or if they have met the skeletons then they might infer that Mogg is talking about the master of the house. If they do, Mogg is likely to ally with them: if they can defeat Uvior and make the manor safe for the gretchlings, then the gretchlings will let the heroes have any amount of gold they might find. | The party might ask him who Uvior is, or if they have met the skeletons then they might infer that Mogg is talking about the master of the house. If they do, Mogg is likely to ally with them: if they can defeat Uvior and make the manor safe for the gretchlings, then the gretchlings will let the heroes have any amount of gold they might find. | ||
If the party presses to negotiate, then choose one hero to make their case. That hero can roll a CHA/Persuading check, with the following outcomes. | If the party presses to negotiate, then choose one hero to make their case. That hero can roll a CHA/Persuading check, with the following outcomes. | ||
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|- | |- | ||
|17 or more | |17 or more | ||
|Each hero can also take one magic item with an Essence cost of 15 or less | |Each hero can also take one magic item with an Essence Point cost of 15 or less | ||
|} | |} | ||
'''Fighting Mogg''' | '''Fighting Mogg''' | ||
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Throughout the manor, the walls are decorated with scores of oil paintings of mediocre quality. There are wall sconces holding unlit candelabras, and the manor’s interior is completely dark unless otherwise noted in a specific room or unless the heroes produce a light source. Additionally, there are dozens of stacks of books dotting the halls. Books can also be found on virtually any flat surface, such as tables, countertops, and chairs. | Throughout the manor, the walls are decorated with scores of oil paintings of mediocre quality. There are wall sconces holding unlit candelabras, and the manor’s interior is completely dark unless otherwise noted in a specific room or unless the heroes produce a light source. Additionally, there are dozens of stacks of books dotting the halls. Books can also be found on virtually any flat surface, such as tables, countertops, and chairs. | ||
The books range widely in topic. The books contain no pertinent information to the adventure unless otherwise noted in a specific room (such as the library or private study). However, if a hero wants to find a book that covers a topic of personal interest, they can make an DC 14 AWR/Investigating check. If successful, they find a book covering topics that they are interested in. As relevant, you might choose to award that hero a +1 in a skill with the | The books range widely in topic. The books contain no pertinent information to the adventure unless otherwise noted in a specific room (such as the library or private study). However, if a hero wants to find a book that covers a topic of personal interest, they can make an DC 14 AWR/Investigating check. If successful, they find a book covering topics that they are interested in. As relevant, you might choose to award that hero a +1 in a skill with the knowledge tag while they have that book in their possession. A hero can make this check once in each room and once in the hallways of each floor. | ||
'''Climbing the Manor''' | |||
Heroes might try climbing the manor’s exterior. Doing so requires a STR/Athletics check. The DC is 12 to reach the crenelated balcony, and 18 to reach the rooftops. If the heroes have climbing gear, they do not need to make a STR/Athletics check when climbing only to the balcony, and the climb to the rooftops becomes DC 13. | |||
Heroes might try climbing the manor’s exterior. Doing so requires a STR/Athletics check. The DC is 12 to reach the crenelated balcony, and 18 to reach the rooftops. If the heroes have climbing | |||
'''Wolf Packs and Weather''' | |||
If you use the second approach and they venture back into the forest, use | If the heroes try to venture back out of the manor, you have two options. You may let them ignore this adventure and do something else instead, or you can use wolves and harsh weather to encourage them to remain within the manor. | ||
If you use the second approach and they venture back into the forest, use Wolves, Dire Wolves, and Alpha Wolves to threaten them with difficult encounters. A raging thunderstorm also makes the woods inhospitable and makes Taking a Rest much more difficult, as the heroes will need to succeed a DC 20 AWR/Sheltering check to find a cave that suitably shields them from the elements. This cave likely has more wolves in it, unfortunately. | |||
=== Ground Floor === | === Ground Floor === | ||
[[File:GroundFloorManor.png|center|frameless|651x651px]] | [[File:GroundFloorManor.png|center|frameless|651x651px]][https://srd.mythcraftrpg.com/images/d/d4/Uvior_1.png '''Click Here to Download Map'''] | ||
'''1. Dining Room''' | |||
The dining room has several long tables with tasteful red table runners, unlit candelabras, and silver sets of cutlery and dining ware. Each seat at every table is set as though a grand feast was about to occur. At the head of the largest table, a steak knife has been slammed into the wood. | |||
The | The heroes might naturally infer that this means the manor’s owner had a violent temper, or you can ask them to make AWR/Intuiting or AWR/Investigating checks at a DC of 12 to reach this conclusion. | ||
The heroes could carry 100 sc worth of these items before it would be considered | There are 2d4 Skeletons in the dining room, and they will act as they would in the Undead Horde random encounter. If a hero makes a LUCK/Scavenging check, they can find a number of unspoiled rations equal to 1⁄4 their roll. | ||
The total value of the silver in the room is 2,000 sc, but carrying so much wrought silver requires multiple carts. The heroes could carry 100 sc worth of these items before it would be considered unwieldy. | |||
The dining room has a side doorway that opens into the courtyard. | The dining room has a side doorway that opens into the courtyard. | ||
'''2. Kitchen''' | |||
The kitchen is dusty and dank, clearly having been neglected for some years. The wooden cabinets have warped with water damage and are overgrown with mold. A rickety staircase descends into what is likely a food cellar. | |||
The kitchen is dusty and dank, clearly having been neglected for some years. The wooden cabinets have warped with water damage and are overgrown with mold. A rickety staircase descends into what is likely a food cellar. | |||
1d4+1 | 1d4+1 Skeletons are in the kitchen, and they will act as they would in the Undead Horde random encounter. | ||
The kitchen has 2d6 knives (which have the stats of knives or daggers, at your discretion). | The kitchen has 2d6 knives (which have the stats of knives or daggers, at your discretion). If a hero makes a LUCK/Scavenging check, they can find a number of unspoiled rations equal to 1⁄2 their roll. | ||
'''3. Ballroom''' | |||
The ballroom has circular wooden tables covered in white tablecloths. Tall stacks of books are on most tables and chairs, and even the floor in some parts of the room. They are arranged around a central dance floor: the floor’s wood is polished and patterned. A huge crystal chandelier hangs from the ceiling high above. | The ballroom has circular wooden tables covered in white tablecloths. Tall stacks of books are on most tables and chairs, and even the floor in some parts of the room. They are arranged around a central dance floor: the floor’s wood is polished and patterned. A huge crystal chandelier hangs from the ceiling high above. | ||
The ballroom is unoccupied and dusty. | The ballroom is unoccupied and dusty. | ||
A balcony overlooks the ballroom, and although there are no stairs or ladders directly up to the balcony, heroes with rope or magic might be able to reach the balcony directly. | A balcony overlooks the ballroom, and although there are no stairs or ladders directly up to the balcony, heroes with rope or magic might be able to reach the balcony directly. | ||