Manor Uvior: Difference between revisions

Jump to navigation Jump to search
408 bytes removed ,  3 September 2025
no edit summary
No edit summary
No edit summary
 
(6 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]][https://srd.mythcraftrpg.com/images/5/5b/Uvior_2.png '''Click Here to Download Map''']
[[File:SecondFloor.png|center|frameless|590x590px]]
 


'''1. Guest Bedroom'''
'''1. Guest Bedroom'''
Line 365: Line 363:


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


'''1. Crenelated Balcony'''
'''1. Crenelated Balcony'''
Line 412: Line 411:


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


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


==== 1. Servant Quarters ====
'''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 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.


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.
'''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 471: 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 477: 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 496: 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