Manor Uvior: Difference between revisions

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This is a ready to run adventure that you can play through with your friends. Its basic design, with elements of [[combat]], [[exploration]], and social encounters, can serve as a basic [[guide]] when you design your own stories.
This is a ready to run adventure that you can play through with your friends. Its basic design, with elements of combat, exploration, and social encounters, can serve as a basic guide when you design your own stories.  


This adventure has enough structure that you can run it without changing it, but it is also left open-ended enough that you can experiment with any of the tools mentioned throughout this wiki to customize it. For example, neither [[Uvior]] nor [[Mogg]] have explicit beliefs or quirks, but you are encouraged to add these to their personalities based on how you interpret their [[actions]] and based on what you believe would make for an interesting interaction at your table.
This adventure has enough structure that you can run it without changing it, but it is also left open-ended enough that you can experiment with any of the tools mentioned throughout this book to customize it. For example, neither Uvior nor Mogg have explicit beliefs or quirks, but you are encouraged to add these to their personalities based on how you interpret their actions and based on what you believe would make for an interesting interaction at your table.


== Overview ==
== Overview ==
This adventure is designed for level 2 heroes, who will level up one time in the story. You can make your own heroes or use any of the characters from the [[Legends of MythCraft]].
This adventure is designed for level 2 heroes, who will level up one time in the story. You can make your own heroes or use any of the characters from the Legends of MythCraft.


=== Summary ===
=== Summary ===
A beleaguered party seeks shelter from the storm in an abandoned manor overflowing with old books. As they explore, they will encounter roving [[undead]], enchanted tomes, unexpected [[traps]], and a band of hopeful gretchlings led by their elder, Mogg. The undead are the former hirelings of a once-powerful wizard named Uvior, who has now been reduced to a mere specter... literally. The gretchlings have invaded the manor in hopes of finding and devouring innumerable delicious magical scrolls. While the gretchlings are technically the manor’s invaders, Uvior was known to be a cruel and callous figure, so the heroes might find either side sympathetic. Ultimately, the heroes can defeat both the undead and the gretchlings, or they can side with one faction or the other to put an end to the manor’s conflict. Either way, they will be rewarded handsomely with jewels and [[Magic Items|magic items]].
A beleaguered party seeks shelter from the storm in an abandoned manor overflowing with old books. As they explore, they will encounter roving undead, enchanted tomes, unexpected traps, and a band of hopeful gretchlings led by their elder, Mogg. The undead are the former hirelings of a once-powerful wizard named Uvior, who has now been reduced to a mere specter... literally. The gretchlings have invaded the manor in hopes of finding and devouring innumerable delicious magical scrolls. While the gretchlings are technically the manor’s invaders, Uvior was known to be a cruel and callous figure, so the heroes might find either side sympathetic. Ultimately, the heroes can defeat both the undead and the gretchlings, or they can side with one faction or the other to put an end to the manor’s conflict. Either way, they will be rewarded handsomely with jewels and magic items.


=== Adventure Flow ===
=== Adventure Flow ===
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# The heroes explore the manor, learning a little about who lived here and what might live here now.
# The heroes explore the manor, learning a little about who lived here and what might live here now.
# The heroes will encounter undead and gretchlings. They might make an alliance with either side, or with neither side. After the heroes have explored 16 rooms, they level up.
# The heroes will encounter undead and gretchlings. They might make an alliance with either side, or with neither side.
# The heroes will face off against the leader of the opposing faction. Or, if they made no alliances, then they might end up confronting both leaders separately. It is also possible to broker a peace between the two leaders, though having enough leverage to reasonably arrange a peace between Uvior and Mogg is very difficult and unlikely.
# The heroes will face off against the leader of the opposing faction. Or, if they made no alliances, then they might end up confronting both leaders separately. It is also possible to broker a peace between the two leaders, though having enough leverage to reasonably arrange a peace between Uvior and Mogg is very difficult and unlikely.


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|-
|-
|'''10'''
|'''10'''
|[[Gretchling]] Scouts
|Gretchling Scouts
|-
|-
|'''11'''
|'''11'''
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=== Uvior Appears! ===
=== Uvior Appears! ===
''The ghostly visage of a haggard, elderly [[human]] man in an embroidered maroon robe floats towards you.''
''The ghostly visage of a haggard, elderly human man in an embroidered maroon robe floats towards you.''


Uvior is a cold, calculating, and cruel person, but will present himself as a gentleman. When speaking with people whom he might need a favor from, he is eloquent, courteous, and has the practiced false smile of a [[noble]].
Uvior is a cold, calculating, and cruel person, but will present himself as a gentleman. When speaking with people whom he might need a favor from, he is eloquent, courteous, and has the practiced false smile of a noble. Uvior will be hostile to the party when they first meet, but will not be violent unless the party attacks. He will demand to know why they have invaded his home, “just like the others,” and will insist that they leave.
 
Uvior will be hostile to the party when they first meet, but will not be violent unless the party attacks. He will demand to know why they have invaded his home, “just like the others,” and will insist that they leave.


The party might ask him who else has invaded the home, or if they have met the gretchlings then they might infer who Uvior is speaking of. If they do pursue this line of questioning, then Uvior will begrudgingly make an alliance with them: they can take a small portion of treasure from his manor if they dispose of the gretchling infestation.
The party might ask him who else has invaded the home, or if they have met the gretchlings then they might infer who Uvior is speaking of. If they do pursue this line of questioning, then Uvior will begrudgingly make an alliance with them: they can take a small portion of treasure from his manor if they dispose of the gretchling infestation.


The amount of treasure that Uvior will part with depends on how high the party rolls on skill checks. Each party member may make a CHA skill check (using a skill with the Influence tag if they have one). Take the average of the party’s rolls.
The amount of treasure that Uvior will part with depends on how high the party rolls on attribute checks. Each party member may make a CHA check (using a skill with the influence tag if they have one). Take the average of the party’s rolls..
{| class="wikitable"
{| class="wikitable"
|+
|+
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|-
|-
|'''9-14'''
|'''9-14'''
|Each hero can also get a magic item with an Essence cost of 10 or less
|Each hero can also get a magic item with an Essence Point cost of 10 or less.
|-
|-
|'''15-18'''
|'''15-18'''
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|-
|-
|'''19 or more'''
|'''19 or more'''
|The magic item can have an Essence cost of 20 or less
|The magic item can have an Essence Point cost of 20 or less
|}
|}
'''Uvior's Tragedy'''
'''Uvior's Tragedy'''
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If the party asks Uvior about what happened before they arrived, Uvior is generally elusive, declaring that they need not concern themselves with the past and should just focus on getting rid of the gretchlings. A DC 12 AWR/Intuiting check will confirm that he is hiding something, and a DC 24 CHA/Persuading check will get Uvior to open up and explain what happened.
If the party asks Uvior about what happened before they arrived, Uvior is generally elusive, declaring that they need not concern themselves with the past and should just focus on getting rid of the gretchlings. A DC 12 AWR/Intuiting check will confirm that he is hiding something, and a DC 24 CHA/Persuading check will get Uvior to open up and explain what happened.


Six years ago, Uvior invited all of his old adventuring companions to have a feast with him in remembrance of their past quests. Uvior was particularly excited to show them an artifact he had discovered. When used correctly, the artifact would solidify the user’s soul into a physical form, effectively bestowing immortality upon the creature. However, the artifact malfunctioned, turning Uvior into some kind of [[ghost]] and exploding outward with concussive [[arcane]] force that immediately turned all of Uvior’s guests into stone. Uvior has been trapped in his incorporeal form ever since, and wants more than anything to discover a way to reverse the [[damage]].
Six years ago, Uvior invited all of his old adventuring companions to have a feast with him in remembrance of their past quests. Uvior was particularly excited to show them an artifact he had discovered. When used correctly, the artifact would solidify the user’s soul into a physical form, effectively bestowing immortality upon the creature. However, the artifact malfunctioned, turning Uvior into some kind of ghost and exploding outward with concussive arcane force that immediately turned all of Uvior’s guests into stone. Uvior has been trapped in his incorporeal form ever since, and wants more than anything to discover a way to reverse the damage.


'''Fighting Uvior'''
'''Fighting Uvior'''
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''Muffled footfalls and the rattle of metal give you a moment’s notice, and a horde of armed skeletons burst into view.''
''Muffled footfalls and the rattle of metal give you a moment’s notice, and a horde of armed skeletons burst into view.''


2d4+2 skeletons appear. If the party are allied with Uvior and have agreed to dispose of the gretchlings, then these skeletons do nothing threatening and move on.
2d4+2 Skeletons appear. If the party are allied with Uvior and have agreed to dispose of the gretchlings, then these skeletons do nothing threatening and move on. If the party has not yet met Uvior, then the skeletons will nonverbally communicate that the heroes should leave by rattling their weapons and pointing at the nearest exit. If the heroes try to speak or negotiate with the skeletons, then the skeletons will beckon for the heroes to follow and will take the heroes to the master bedroom (on the third floor), where they meet Uvior.
 
If the party has not yet met Uvior, then the skeletons will nonverbally communicate that the heroes should leave by rattling their [[weapons]] and pointing at the nearest exit. If the heroes try to speak or negotiate with the skeletons, then the skeletons will beckon for the heroes to follow and will take the heroes to the master bedroom (on the third floor), where they meet Uvior.


If the party fights the skeletons, the skeletons will fight until dead.
If the party fights the skeletons, the skeletons will fight until dead.


=== Undead Guards ===
=== Undead Guards ===
This encounter is functionally the same as the Undead Horde encounter, but with 1d4+1 skeletons instead.
This encounter is functionally the same as the Undead Horde encounter, but with 1d4+1 Skeletons instead.


=== Crepits ===
=== Crepits ===
''The curtains rustle, and something scrapes and scrabbles out from under the furniture. Severed, skeletal limbs writhe towards you!''
''The curtains rustle, and something scrapes and scrabbles out from under the furniture. Severed, skeletal limbs writhe towards you!''


2d4 crepits crawl out from under furniture, behind curtains, and the like. They will attack the heroes and will fight until dead.
2d4 Crepits crawl out from under furniture, behind curtains, and the like. They will attack the heroes and will fight until dead.


=== Portrait Trap ===
=== Portrait Trap ===
''You hear a quick, punctuated hiss.''
''You hear a quick, punctuated hiss.''


Randomly determine one of the party members and make a +3 attack vs ANT. If you hit, then that creature is struck by a [[poison]] dart that shot forth from a wall portrait. Roll on the table below to determine its effect.
Randomly determine one of the party members and make a +3 attack against their ANT. On a hit, that creature is struck by a poison dart that shot forth from a wall portrait. Roll on the following table to determine its effect.
{| class="wikitable"
{| class="wikitable"
|+
|+
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''You step on a floorboard that lets out a sharp creak.''
''You step on a floorboard that lets out a sharp creak.''


Randomly determine one of the party members and make a +2 attack vs ANT. If you hit, then a floorboard snaps. Their leg becomes stuck (they are Restrained, escape DC 12); the floorboard flies up and smacks them in the face for 1d4 blunt damage; and the undead hear the commotion. 1d4 skeletons come to investigate.
Randomly determine one of the party members and make a +2 attack against their ANT. On a hit, a floorboard snaps. Their leg becomes stuck and they are Restrained (escape DC 12); the floorboard flies up and smacks them in the face for 1d4 blunt damage. The undead hear the commotion and 1d4 Skeletons come to investigate.


=== Book Trap ===
=== Book Trap ===
Don’t use this trap too frequently; every four or five times a hero tries to interact with a book is plenty. When a hero grabs a book off of a shelf without first investigating (AWR/ Investigating DC 14), the book might be trapped. Make a +4 attack vs ANT. If you hit, then the shelf falls on the hero for 1d10 blunt damage, and the hero is Dazed for the next 1 minute.
Do not use this trap too frequently; every four or five times a hero tries to interact with a book is plenty. When a hero grabs a book off of a shelf without first investigating (AWR/ Investigating DC 14), the book might be trapped. Make a +4 attack against their ANT. On a hit, the shelf falls on the hero for 1d10 blunt damage, and the hero is Dazed for the next 1 minute.


=== Gretchling Scouts ===
=== Gretchling Scouts ===
''You hear a faint rustling, and a wet footstep, but you see nothing at first glance.''
''You hear a faint rustling, and a wet footstep, but you see nothing at first glance.''


1d4+1 gretchlings stealthily watch the heroes. The heroes can make AWR/Perceiving checks against DC 15 to spot the gretchlings.
1d4+1 Gretchlings stealthily watch the heroes. The heroes can make AWR/Perceiving checks against DC 15 to spot the gretchlings.


If the gretchlings can tell that the heroes have not yet spoken with Uvior (perhaps they just killed some skeletons), then one of the gretchlings will reveal herself to the party. Her name is Gooth, and she explains that the wizard who once lived here was a very evil man. Gooth uses a lot of superlative language and usually says someone’s name along with an epithet that she makes up on the fly.
If the gretchlings can tell that the heroes have not yet spoken with Uvior (perhaps they just killed some skeletons), then one of the gretchlings will reveal herself to the party. Her name is Gooth, and she explains that the wizard who once lived here was a very evil man. Gooth uses a lot of superlative language and usually says someone’s name along with an epithet that she makes up on the fly.


She and the other gretchlings, under the leadership of Mogg the Marvelous, are trying to find and devour all of his delicious magic scrolls and items. If the heroes will come back and meet Mogg, then Gooth is certain that they can work out some kind of deal. Maybe the heroes can defeat Uvior the Horrible in exchange for a couple [[Magic Items|magic items]].
She and the other gretchlings, under the leadership of Mogg the Marvelous, are trying to find and devour all of his delicious magic scrolls and items. If the heroes will come back and meet Mogg, then Gooth is certain that they can work out some kind of deal. Maybe the heroes can defeat Uvior the Horrible in exchange for a couple magic items.


'''Fighting the Gretchlings'''
'''Fighting the Gretchlings'''
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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.
__NOAUTOLINKS__