Manor Uvior: Difference between revisions

Jump to navigation Jump to search
526 bytes removed ,  3 September 2025
no edit summary
No edit summary
No edit summary
 
(7 intermediate revisions by the same user not shown)
Line 228: Line 228:


=== Ground Floor ===
=== Ground Floor ===
[[File:GroundFloorManor.png|center|frameless|651x651px]][https://srd.mythcraftrpg.com/images/d/d4/Uvior_1.png '''Click Here to Download Map''']
[[File:GroundFloor.png|center|frameless|623x623px]]
 
 
 


'''1. Dining Room'''
'''1. Dining Room'''
Line 324: Line 321:


=== Second Floor ===
=== Second Floor ===
[[File:SecondFloorManor.png|center|frameless|632x632px|Second Floor of Manor]]
[[File:SecondFloor.png|center|frameless|590x590px]]
=== [https://srd.mythcraftrpg.com/images/5/5b/Uvior_2.png '''Click Here to Download Map'''] ===
 
 
'''1. Guest Bedroom'''


==== 1. Guest Bedroom ====
All of the guest bedrooms are similarly furnished: a single bed, a wardrobe, and a small writing desk. All are musty, and moths flick in and out of view. Most of the bedchambers show signs of having been used, such as the blankets being rumpled and shoved to one side, but even so, everything is covered in a layer of dust that would suggest years of disuse.  
All of the guest bedrooms are similarly furnished: a single bed, a wardrobe, and a small writing desk. All are musty, and moths flick in and out of view. Most of the bedchambers show signs of having been used, such as the blankets being rumpled and shoved to one side, but even so, everything is covered in a layer of dust that would suggest years of disuse.


One of the bedrooms contains a spellbook written in a cryptic cipher. A hero that makes a DC 20 INT/Arcana check can decipher it, learning that this spellbook once belonged to a [[halfling]] named Wick. Once the spellbook is deciphered, the creature that deciphered it can cast each of the following spells once, spending the correct amount of SP each time:
One of the bedrooms contains a spellbook written in a cryptic cipher. A hero that makes a DC 20 INT/Arcana check can decipher it, learning that this spellbook once belonged to a halfling named Wick. Once the spellbook is deciphered, the creature that deciphered it can cast each of the following spells once, spending the correct amount of SP each time: Circle of Warding, Conceal Spell, Energy Siphon, Fly, Frost Beam, Grounded, Locate Magic, Minor Illusion, and Sense Magic..


[[Circle of Warding]], [[Conceal Spell]], [[Energy Siphon]], [[Fly]], [[Frost Beam]], [[Grounded]], [[Locate Magic]], [[Minor Illusion]], and [[Sense Magic]].
'''2. Ballroom (Balcony)'''


==== 2. Ballroom (Balcony) ====
The ballroom balcony overlooks the ballroom dance floor. It has circular tables covered in tablecloths, like those on the ground floor of the ballroom. They are also covered in stacks of books.
The ballroom balcony overlooks the ballroom dance floor. It has circular tables covered in tablecloths, like those on the ground floor of the ballroom. They are also covered in stacks of books.


Line 340: Line 337:


* Nikolai was visiting Uvior along with a great many adventurers of middling import. Uvior made connections with many adventurers, including Nikolai, in his youth.
* Nikolai was visiting Uvior along with a great many adventurers of middling import. Uvior made connections with many adventurers, including Nikolai, in his youth.
* Uvior was known to only stay with an adventuring party when it benefitted him directly, especially when he got a large share of magical treasure.
* Uvior was known to only stay with an adventuring party when it benefitted him directly, especially when he got a large share of magical treasure.
 
* Nikolai did not like Uvior and described him as an insufferable snot, but nonetheless it seems that Nikolai respected Uvior’s skill with arcane magic.
* Nikolai did not like Uvior and described him as an insufferable snot, but nonetheless it seems that Nikolai respected Uvior’s skill with [[Arcane Magic|arcane magic]].
* Nikolai’s primary adventuring party included a halfling mage named Wick and a human cleric of Rasheen named Humphrey.
 
* Nikolai’s primary adventuring party included a halfling [[mage]] named Wick and a human [[cleric]] of Rasheen named Humphrey.
 
* Nikolai and the other adventurers that responded to Uvior’s summons came unsure what to expect, but they found that Uvior had prepared a grand banquet for them.
* Nikolai and the other adventurers that responded to Uvior’s summons came unsure what to expect, but they found that Uvior had prepared a grand banquet for them.
* Nikolai’s last diary entry describes his confusion at the whole ordeal, given that Uvior was never one for shows of generosity.
* Nikolai’s last diary entry describes his confusion at the whole ordeal, given that Uvior was never one for shows of generosity.
* The last diary entry is dated to just over six years ago.


* The last diary entry is dated to just over six years ago.
There are no stairs or ladders down to the ground floor, but heroes that affix rope to the balustrade could climb down. Jumping down without aid results in 1d4 falling damage, but a hero that makes a DC 16 DEX/Tumbling check can ignore this damage.


There are no stairs or ladders down to the ground floor, but heroes that affix rope to the balustrade could climb down. Jumping down without aid results in 1d4 falling damage, but a hero that makes a DC 16 DEX/Tumbling check can ignore this damage.
'''3. Foyer (Balcony)'''


==== 3. Foyer (Balcony) ====
The second floor foyer is separated by an empty space looking down on the first floor. On both the north and south side of the foyer, hallways lead deeper into the east and west wings. On the south side of the foyer, a wide staircase leads up to the third floor, and doorways open out to a balcony overlooking the manor’s main entrance.
The second floor foyer is separated by an empty space looking down on the first floor. On both the north and south side of the foyer, hallways lead deeper into the east and west wings. On the south side of the foyer, a wide staircase leads up to the third floor, and doorways open out to a balcony overlooking the manor’s main entrance.


==== 4. Crenelated Balcony ====
'''4. Crenelated Balcony'''
 
The crenelated balcony has empty quivers mounted on the insides of the crenels so that archers can easily stock up on arrows and quickly fire on enemies below. There is otherwise nothing of interest on this balcony.
The crenelated balcony has empty quivers mounted on the insides of the crenels so that archers can easily stock up on arrows and quickly fire on enemies below. There is otherwise nothing of interest on this balcony.


==== 5. Library (Balcony) ====
'''5. Library (Balcony)'''
 
The second floor of the library is functionally the same as the first floor, though without a hidden doorway. It connects to the second floor of the foyer, is across the hall from the chapel’s balcony, and has staircases to both the first and third floor of the library.
The second floor of the library is functionally the same as the first floor, though without a hidden doorway. It connects to the second floor of the foyer, is across the hall from the chapel’s balcony, and has staircases to both the first and third floor of the library.


==== 6. Chapel (Balcony) ====
'''6. Chapel (Balcony)'''
The chapel’s balcony overlooks the auditorium, and the candle of faith described in the ground floor’s chapel section is visible from the balcony. It has the keys to the pipe organ, which is badly out of tune. If the heroes play the pipe organ, it immediately triggers the Undead Horde encounter as skeletons come to investigate. (Note that undead are Sickened in the chapel balcony, as in the main chapel.)
 
The chapel’s balcony overlooks the auditorium, and the glowing mug described in the ground floor’s chapel section is visible from the balcony. It has the keys to the pipe organ, which is badly out of tune. If the heroes play the pipe organ, it immediately triggers the Undead Horde encounter as Skeletons come to investigate. (Note that creatures with the undead tag are Sickened in the chapel balcony, as in the main chapel.)


=== Third Floor ===
=== Third Floor ===
[[File:ThirdFloorManor.png|center|frameless|659x659px|Third Floor of Manor]]
[[File:ThirdFloor.png|center|frameless|610x610px]]
=== [https://srd.mythcraftrpg.com/images/d/d3/Uvior_3.png '''Click Here to Download Map'''] ===
 
 
'''1. Crenelated Balcony'''


==== 1. Crenelated Balcony ====
The crenelated balcony has empty quivers mounted on the insides of the crenels so that archers can easily stock up on arrows and quickly fire on enemies below. There is otherwise nothing of interest on this balcony.
The crenelated balcony has empty quivers mounted on the insides of the crenels so that archers can easily stock up on arrows and quickly fire on enemies below. There is otherwise nothing of interest on this balcony.


These balconies are occupied by 1d4 skeletons each, who behave as described in the Undead Horde encounter.
These balconies are occupied by 1d4 Skeletons each, who behave as described in the Undead Horde encounter.
 
'''2. Private Dining'''


==== 2. Private Dining ====
The private dining room has a rectangular table that can seat eight people. The table is unladen aside from a few books written in a strange cipher.
The private dining room has a rectangular table that can seat eight people. The table is unladen aside from a few books written in a strange cipher.


A DC 16 INT/Arcana check will allow a hero to decipher the text, which are extensive notes that Uvior had taken in an effort to learn [[how to]] cast a tremendous unique spell using an artifact that he found. It seems that if the spell went according to plan, his Essence would become corporeal and he would never again have to worry about sickness or poison, and he would cease to age.
A DC 16 INT/Arcana check will allow a hero to decipher the text, which are extensive notes that Uvior had taken in an effort to learn how to cast a tremendous unique spell using an artifact that he found. It seems that if the spell went according to plan, his Essence would become corporeal and he would never again have to worry about sickness or poison, and he would cease to age.


The room is otherwise empty.
The room is otherwise empty.


==== 3. Private Study ====
'''3. Private Study'''
 
The private study is locked, but this can be overcome with a DC 16 INT/Lockpicking or STR/Applied Force check.
The private study is locked, but this can be overcome with a DC 16 INT/Lockpicking or STR/Applied Force check.


Old desks line every wall of this study. Parchment diagrams have been tacked to the walls and scattered across the floors, and a central table in the middle of the room displays a strange artifact. It looks like a blooming flower the size of a human torso, but is made of a strange black metal crisscrossed with glowing blue wires.
''Old desks line every wall of this study. Parchment diagrams have been tacked to the walls and scattered across the floors, and a central table in the middle of the room displays a strange artifact. It looks like a blooming flower the size of a human torso, but is made of a strange black metal crisscrossed with glowing blue wires.''


If the heroes study the notes strewn about the desk and walls and floor, they can discern that the flowerlike object on the table is some kind of powerful artifact that malfunctioned. A DC 12 INT/Arcana check allows a hero to determine that the artifact has lost all of its power. Nonetheless, the strange material is valuable, and the artifact will fetch 8,000 sc. It is Unwieldy.
If the heroes study the notes strewn about the desk, walls, and floor they can discern that the flowerlike object on the table is some kind of powerful artifact that malfunctioned. A DC 12 INT/Arcana check allows a hero to determine that the artifact has lost all of its power. Nonetheless, the strange material is valuable, and the artifact will fetch 8,000 sc. It is unwieldy.


If they ask Uvior about this, he will begrudgingly tell the heroes his story (see the Uvior Appears! encounter).
If they ask Uvior about this, he will begrudgingly tell the heroes his story (see the Uvior Appears! encounter).


==== 4. Master Bedroom ====
'''4. Master Bedroom'''
''Dominated by a large central bed with a torn canopy, the master bedroom also contains multiple ornate wardrobes, a large writing desk, and a gilded washbasin. Several skeletons stand [[guard]] around a ghostly, incorporeal figure.''
 
''Dominated by a large central bed with a torn canopy, the master bedroom also contains multiple ornate wardrobes, a large writing desk, and a gilded washbasin. Several skeletons stand guard around a ghostly, incorporeal figure.''  


The master bedroom is Uvior’s headquarters. If the party has not yet met Uvior, they meet him now, as in the Uvior Appears! encounter. There are always 2d6+2 skeletons in the master bedroom. 3 of these skeletons are “Uvior’s Sentinels” and have leather-and-steel [[armor]] and wield kite shields and spears.
The master bedroom is Uvior’s headquarters. If the party has not yet met Uvior, they meet him now, as in the Uvior Appears! encounter. There are always 2d6+2 Skeletons in the master bedroom. Three of these skeletons are “Uvior’s Sentinels” and have leather-and-steel armor and wield kite shields and spears.


If the heroes have allied with Uvior, then they can Recoup and Take a Rest in the master bedroom without threat of danger.
If the heroes have allied with Uvior, then they can Recoup and Take a Rest in the master bedroom without threat of danger.


==== 5. Lounge ====
'''5. Lounge'''
''The lounge looks much like the foyer, though it is a bit cozier. Dusty, worn couches and wall fireplaces are the only objects of note in this room.''
 
The lounge looks much like the foyer, though it is a bit cozier. Dusty, worn couches and wall fireplaces are the only objects of note in this room.
 
The lounge is occupied by 1d6 Skeletons, who act as described in the Undead Horde random encounter.


The lounge is occupied by 1d6 skeletons, who act as described in the Undead Horde random encounter.
'''6. Library (Upper Balcony)'''


==== 6. Library (Upper Balcony) ====
A DC 18 INT/History check made on the third floor of the library will reveal one Greater Restoration scroll that any creature may use once.
A DC 18 INT/History check made on the third floor of the library will reveal one [[Greater Restoration]] scroll that any creature may use once.


The third floor of the library is otherwise functionally the same as the first floor, though without a hidden doorway. It connects to the lounge and one of the crenelated balconies overlooking the courtyard. A staircase connects the second and third floors of the library.
The third floor of the library is otherwise functionally the same as the first floor, though without a hidden doorway. It connects to the lounge and one of the crenelated balconies overlooking the courtyard. A staircase connects the second and third floors of the library.


=== Basement ===
=== Basement ===
[[File:Basement.png|center|frameless|557x557px]]


[[File:BasementManor.png|center|frameless|659x659px|Third Floor of Manor]]
'''1. Servant Quarters'''
=== [https://srd.mythcraftrpg.com/images/3/31/Uvior_sub.png '''Click Here to Download Map'''] ===


==== 1. Servant Quarters ====
''Rows of single beds afford little privacy, and these quarters look reminiscent of a barracks, with small chests at the foot of each bed for personal effects.''
''Rows of single beds afford little privacy, and these quarters look reminiscent of a barracks, with small chests at the foot of each bed for personal effects.''


The servants’ quarters are austere and have nothing of interest, save a servant’s journal on one of the beds. The journal holds no information of great pertinence other than frequent ramblings about how the servants are discontented with Uvior. It seems that Uvior underpaid and overworked his servants, and treated them with a dismissive indifference that made him quite unpopular.
The servants’ quarters are austere and have nothing of interest, save a servant’s journal on one of the beds. The journal holds no information of great pertinence other than frequent ramblings about how the servants are discontented with Uvior. It seems that Uvior underpaid and overworked his servants, and treated them with a dismissive indifference that made him quite unpopular.


==== 2. Kitchen Storage ====
'''2. Kitchen Storage'''
 
The cellar directly beneath the kitchens is for food storage. The smell is quite unpleasant, as most of the food has gone bad long ago. There are 1d6 Dire Rats in this room, who will behave aggressively towards the party but will flee once one or more of the rats are Bloodied.
The cellar directly beneath the kitchens is for food storage. The smell is quite unpleasant, as most of the food has gone bad long ago. There are 1d6 Dire Rats in this room, who will behave aggressively towards the party but will flee once one or more of the rats are Bloodied.


If the heroes investigate the cellar, they find wine and brandy that have both aged incredibly well. Each barrel is Unwieldy, but would fetch 120 sc in a typical market.
If the heroes investigate the cellar, they find wine and brandy that have both aged incredibly well. Each barrel is unwieldy, but would fetch 120 sc in a typical market.  


Heroes that make a LUCK/Scavenging check can find a number of rations equal to 1⁄2 their roll. Furthermore, heroes that make an AWR/Investigating check find a recipe book that includes a unique magical inscription. The magic preserves food for 1 decade. Creatures that access the Arcane Source can learn this magic and use it as an arcane ritual one time per month.
Heroes that make a LUCK/Scavenging check can find a number of rations equal to 1⁄2 their roll. Furthermore, heroes that make an AWR/Investigating check find a recipe book that includes a unique magical inscription. The magic preserves 1 ration’s worth of food for a decade. Creatures that access the Arcane Source can learn this magic and use it as an arcane ritual one time per month.
 
'''3. Storage Basement'''


==== 3. Storage Basement ====
''Crates and barrels pile upon one another in an unorganized jumble. White sheets have been pulled over some strange ornamentation, resulting in a facsimile of the ghosts from a child’s drawing.''
''Crates and barrels pile upon one another in an unorganized jumble. White sheets have been pulled over some strange ornamentation, resulting in a facsimile of the ghosts from a child’s drawing.''


If the heroes unveil the ornaments, they witness a horrible sight: dozens of realistic humanoid statues with expressions of [[terror]]. An [[urkou]] [[warrior]], halfling mage, and human cleric are among them.
If the heroes unveil the ornaments, they witness a horrible sight: dozens of realistic humanoid statues with expressions of terror. An urkou warrior, halfling mage, and human cleric are among them.


If the heroes open the various crates and boxes, they may each find one magic item. Each [[Magic Items|magic item]] has an Essence Cost of 15 or fewer, and the MC may decide ahead of time which items the heroes find or allow the players to pick.
If the heroes open the various crates and boxes, they may each find one magic item. Each magic item has an Essence Point cost of 15 or fewer, and the MC may decide ahead of time which items the heroes find or allow the players to pick.  


With a DC 14 AWR/Investigating check, the heroes also find a broken ball of crystal. If one of them touches this crystal, they briefly see a vision:
With a DC 14 AWR/Investigating check, the heroes also find a broken ball of crystal. If one of them touches this crystal, they briefly see a vision:


''Uvior and his many guests fill the banquet hall, and a grand feast will soon begin. First, Uvior unveils the artifact that he has found: a strange metal object that looks like a flower but is as large as a human’s torso. He proudly declares that he will become immortal - and all of his friends can, too - but when he touches the object, blue-black energy explodes outward.''  
''Uvior and his many guests fill the banquet hall, and a grand feast will soon begin. First, Uvior unveils the artifact that he has found: a strange metal object that looks like a flower but is as large as a human’s torso. He proudly declares that he will become immortal and all of his friends can, too but when he touches the object, blue-black energy explodes outward.''


When a hero sees this vision, they take 1d8 psychic damage.
When a hero sees this vision, they take 1d8 psychic damage.


If the heroes use magic to determine the properties of this item, such as the Sense Magic spell, they can learn that it is from the Arcane Source and has the Summoning function. An ability that discerns the exact spell will reveal that this is an [[Unerring Sphere]] that was broken by the power unleashed by the strange artifact.
If the heroes use magic to determine the properties of this item, such as the Sense Magic spell, they can learn that it is from the Arcane Source and has the summoning function. An ability that discerns the exact spell will reveal that this is an Unerring Sphere that was broken by the power unleashed by the strange artifact.
 
If the heroes have the ability to use Greater Restoration, they can restore one statue to life. Upon being revived, a creature is too weary to physically help the heroes with anything, but will tell them Uvior’s story if they do not already know it. If they revive Humphrey the cleric, then he regains the ability to cast Greater Restoration 1 week after being revived and can subsequently revive the other petrified adventurers.


If the heroes have the ability to use Greater Restoration, they can restore one statue to life. Upon being revived, a creature is too weary to physically help the heroes with anything, but will tell them Uvior’s story if they do not already know it. If they [[revive]] Humphrey the cleric, then he regains the ability to cast Greater Restoration 1 week after being revived and can subsequently revive the other petrified adventurers.
'''4. Undercroft'''


==== 4. Undercroft ====
''The undercroft is dark and musty, the ground being packed earth rather than wood or stone. Wooden coffins have been slotted into the walls like books on a shelf, and a handful more stone coffins are pressed into the ground.''
''The undercroft is dark and musty, the ground being packed earth rather than wood or stone. Wooden coffins have been slotted into the walls like books on a shelf, and a handful more stone coffins are pressed into the ground.''


There is nothing of note in the undercroft, but there are two hidden doorways in this room.
There is nothing of note in the undercroft, but there are two hidden doorways in this room. One leads to the scriptorium and can be found with a DC 12 AWR/Investigating check (it is easier to spot the false wall on this side of the doorway than it is from the scriptorium). The other hidden doorway requires heroes to open one of the coffins pressed into the ground. If they open the coffin in the southwest corner of the room, they will find a stone stairway descending about 10 ft deeper underground. This stairway leads to a tunnel that connects to the storage basement. This passage can only be opened from this side.
 
One leads to the scriptorium and can be found with a DC 12 AWR/Investigating check (it is easier to spot the false wall on this side of the doorway than it is from the scriptorium).


The other hidden doorway requires heroes to open one of the coffins pressed into the ground. If they open the coffin in the southwest corner of the room, they will find a stone stairway descending about 10 ft deeper underground. This stairway leads to a tunnel that connects to the storage basement.
'''5. Scriptorium'''


==== 5. Scriptorium ====
''The scriptorium has several writing desks and stark, empty shelves. The desks are alight with cheerful candelabras. It smells of an odd mix of incense and faintly acidic slime. Many gretchlings idle in the room, playing cards or dice with one another, napping, or chatting. A gretchling with speckled skin wears a large, pointy wizard hat that falls over his froglike eyes, and he chats amicably with some of the others nearby.''
''The scriptorium has several writing desks and stark, empty shelves. The desks are alight with cheerful candelabras. It smells of an odd mix of incense and faintly acidic slime. Many gretchlings idle in the room, playing cards or dice with one another, napping, or chatting. A gretchling with speckled skin wears a large, pointy wizard hat that falls over his froglike eyes, and he chats amicably with some of the others nearby.''


The scriptorium is Mogg’s headquarters. It has magical wards that deter undead from entering the room. Any undead in the scriptorium are Sickened until they leave.
The scriptorium is Mogg’s headquarters. It has magical wards that deter undead from entering the room. Any creatures with the undead tag in the scriptorium are Sickened until they leave.


If the party has not yet met Mogg, they meet him now, as in the Mog Appears! encounter. At any given time, there are 3d6+3 gretchlings in the scriptorium.
If the party has not yet met Mogg, they meet him now, as in the Mog Appears! encounter. At any given time, there are 3d6+3 Gretchlings in the scriptorium.


If the heroes are allied with the gretchlings, they can Recoup or Take a Rest in the scriptorium without threat of danger.
If the heroes are allied with the gretchlings, they can Recoup or Take a Rest in the scriptorium without threat of danger.


The scriptorium is brightly lit and safe. There is nothing otherwise noteworthy about the room, but a DC 17 AWR/ Investigating check will reveal a hidden door that opens into the undercroft.
The scriptorium is brightly lit and safe. There is nothing otherwise noteworthy about the room, but a DC 17 AWR/Investigating check will reveal a hidden door that opens into the undercroft.


== The Showdown: Mogg vs Uvior ==
== The Showdown ==
Once the heroes have explored much of the manor, tensions between Uvior and Mogg will eventually force some form of showdown. This might be a battle between the heroes and Uvior or the heroes and Mogg, or it might be a tense negotiation brokered by the heroes.
Once the heroes have explored much of the manor, tensions between Uvior and Mogg will eventually force some form of showdown. This might be a battle between the heroes and Uvior or the heroes and Mogg, or it might be a tense negotiation brokered by the heroes.


Line 469: Line 470:
If the heroes attempt to negotiate a peace between Mogg and Uvior, they must first understand what both parties want.
If the heroes attempt to negotiate a peace between Mogg and Uvior, they must first understand what both parties want.


Mogg’s desires are more transparent: he wants free rein over the manor so that he and the other gretchlings may feast on the various [[Magic Items|magic items]] therein.
Mogg’s desires are more transparent: he wants free rein over the manor so that he and the other gretchlings may feast on the various magic items therein.


Uvior keeps his desires closer to his chest, but the heroes might have discerned what he wants by exploring the manor. Uvior wants to undo the curse that he accidentally unleashed when he tried to activate the ancient artifact: he wants to be restored to his corporeal body. The Greater Restoration divine ritual can achieve this.
Uvior keeps his desires closer to his chest, but the heroes might have discerned what he wants by exploring the manor. Uvior wants to undo the curse that he accidentally unleashed when he tried to activate the ancient artifact: he wants to be restored to his corporeal body. The Greater Restoration divine ritual can achieve this.
Line 475: Line 476:
If the party has access to the Greater Restoration ritual, they can use it as leverage to get Uvior to negotiate. Mogg suggests that Uvior can keep his manor and be restored, but leaves all magic in the manor to be consumed by the gretchlings, whereupon they will leave him alone. Uvior does not like these terms, but is keen on being restored, so is willing to consider it.
If the party has access to the Greater Restoration ritual, they can use it as leverage to get Uvior to negotiate. Mogg suggests that Uvior can keep his manor and be restored, but leaves all magic in the manor to be consumed by the gretchlings, whereupon they will leave him alone. Uvior does not like these terms, but is keen on being restored, so is willing to consider it.


Each hero must make CHA/Persuading checks; if the sum total of all heroes’ rolls is less than the number of heroes x12, then Uvior agrees to the deal, but does not plan to uphold it. He intends to betray the gretchlings after he is restored to his corporeal body. A hero that succeeds on a DC 14 AWR/Intuiting check can see Uvior’s plans. If they do not call him out, then they can leave the manor unharmed but with the knowledge that Uvior will retaliate against the gretchlings. If they do call him out, then Uvior becomes hostile and combat begins.
Each hero must make CHA/Persuading checks; if the sum total of all heroes’ rolls is less than the number of heroesx12, then Uvior agrees to the deal, but does not plan to uphold it. He intends to betray the gretchlings after he is restored to his corporeal body. A hero that succeeds on a DC 14 AWR/Intuiting check can see Uvior’s plans. If they do not call him out, then they can leave the manor unharmed but with the knowledge that Uvior will retaliate against the gretchlings. If they do call him out, then Uvior becomes hostile and combat begins.


However, if the sum total of the heroes’ CHA/Persuading checks is equal to or greater than the number of heroes x12, then Uvior reluctantly agrees to the deal and will uphold his end of the bargain. The heroes are granted treasure as though they had made an alliance with both Uvior and Mogg, and all parties get more or less what they want.
However, if the sum total of the heroes’ CHA/Persuading checks is equal to or greater than the number of heroes x12, then Uvior reluctantly agrees to the deal and will uphold his end of the bargain. The heroes are granted treasure as though they had made an alliance with both Uvior and Mogg, and all parties get more or less what they want.


=== Battle ===
=== Battle ===
If the showdown is a battle, use the stat blocks and tactics below.
If the showdown is a battle, use these stat blocks and tactics.


'''Fighting Uvior'''
'''Fighting Uvior'''
Line 494: Line 495:


* The party confronts and defeats Uvior
* The party confronts and defeats Uvior
* The party confronts and defeats Mogg
* The party confronts and defeats Mogg
* The party negotiates a peace between them
* The party negotiates a peace between them


The best possible outcome for the heroes is negotiating a peace between Uvior and Mogg, and using Greater Restoration on Humphrey the Cleric. Doing so will result in the heroes getting the maximum amount of treasure from both Uvior and Mogg (see their respective random encounter entries for this treasure), and earns them +4 Goodwill whenever they enter a settlement that is home to an adventurer who was turned to stone at Uvior’s tragic banquet.
The best possible outcome for the heroes is negotiating a peace between Uvior and Mogg, and using Greater Restoration on Humphrey the Cleric. Doing so will result in the heroes getting the maximum amount of treasure from both Uvior and Mogg (see their respective random encounter entries for this treasure), and earns them +4 Goodwill whenever they enter a settlement that is home to an adventurer who was turned to stone at Uvior’s tragic banquet.
''*Updated Print 2''
__NOAUTOLINKS__
__NOAUTOLINKS__

Navigation menu