7,689
edits
(Created page with "== '''This Page is Currently In Progress of being Uploaded and is Incomplete.''' == 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...") |
No edit summary |
||
| Line 223: | Line 223: | ||
=== Ground Floor === | === Ground Floor === | ||
[[File:GroundFloorManor.png|center|frameless|662x662px|Manor Ground Floor]] | |||
==== 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 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. | |||
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. | |||
==== 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. | |||
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). | |||
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 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. | |||
==== 4. Courtyard ==== | |||
The courtyard looks like it used to be well-curated, but it has since become wildly overgrown. The cobblestones are cracked and weeds poke up between them. A gazebo in the middle of the courtyard has been covered in ivy and kudzu. If the heroes get too close to any of the overgrown gardens, they will find that blood brambles have taken root there and attack them when they can reach the heroes. | |||
A [[parsor]] lives in the courtyard. While parsors are typically mischievous and playful, this one has been corrupted by Uvior’s vile presence. The parsor has a nasty disposition and will play cruel pranks on the heroes, but will not attack them directly unless the heroes strike first. If the heroes attack the parsor, then its [[martor]] springs to its defense. | |||
==== 5. Foyer ==== | |||
The foyer is lavishly decorated to receive guests. Once-plush couches now sag under their own weight. Fireplaces lay dormant on the east and west walls, and grand staircases sweep up to an interior balcony in the heart of the second floor. Directly opposite the main entry, double doors open into the private courtyard. Smaller doorways open into narrow halls that flow into the east and west wings. | |||
The foyer is carpeted, and the halls have rugs spaced periodically throughout. | |||
There is nothing of interest in the foyer, but if a hero makes a LUCK/Scavenging check, they can find sc equal to their roll as they look along the room’s ornamentation and through the couch stuffing. | |||
==== 6. Coat Check ==== | |||
The coat check is a small, unremarkable room that smells of mothballs. | |||
==== 7. Latrine ==== | |||
The latrine smells old and musty. A hero that makes a DC 10 AWR/Tracking check or AWR/Investigating check can determine that the latrine has not been used for several years. | |||
==== 8. Library ==== | |||
The library is a tremendous, three-floor room that takes up half of the east wing. The first floor has dozens of freestanding bookshelves in the middle of the room, and the walls on all three floors are lined with shelves as well. The second and third floors have balustraded balconies, allowing anyone on those floors to see down to the first floor. | |||
Heroes can find books of any mundane topic within this library. They can also find a handful of spell scrolls. Any creature with such a spell scroll can cast the spell one time without using any SP. They must still spend the requisite AP to cast the spell. The power of the spell scroll that a hero finds depends on their INT/History or INT/Arcana roll. | |||
Each hero can make one such roll per hour spent in the library. | |||
{| class="wikitable" | |||
|+ | |||
!DC | |||
!Spell Scroll | |||
|- | |||
|'''8-12''' | |||
|Max 4 SP; MC decides which spell | |||
|- | |||
|'''13-16''' | |||
|Max 4 SP; player decides which spell | |||
|- | |||
|'''17-20''' | |||
|4-8 SP; MC decides which spell | |||
|- | |||
|'''21+''' | |||
|4-8 SP; player decides which spell | |||
|} | |||
The northeast wall of the first floor also has a hidden doorway. A hero can spot this with a DC 16 AWR/ Investigating check. By pulling on a book that is in fact a lever, a panel of shelving will swing open, revealing a staircase down to the scriptorium. | |||
If the heroes are allied with the gretchlings, then the gretchlings will reveal this hidden doorway to them. | |||
At the end of each hour spent in the library, roll for a random encounter. | |||
==== 9. Chapel ==== | |||
''The chapel is filled with rows of rotten pews, some of which have mostly collapsed into sawdust. If you look carefully, you see the off-white forms of termites crawling in the rotten wood. At the north end of the chapel, there is a simple pulpit from which a speaker might deliver a sermon. Glass double doors offer a clear view of the courtyard. Across from these doors, on the eastern side of the chapel, there is a small desk with a clay mug on it. The mug is glowing.'' | |||
Any undead in the chapel suffer the Sickened condition until they leave. | |||
The clay mug has an imprint of an executioner’s axe. A hero that makes a DC 10 INT/History (Celestials) check knows that this is the mark of Rasheen, the daughter of Tovare. Rasheen prowls the planes and battles any creatures or entities that might threaten the cosmic balance. | |||
A hero that casts any spells to learn more about the mug, such as [[Sense Magic]], can learn that it is under the effects of [[Divine]] magic and the Evoking function. If the hero’s ability allows them to learn the exact magical effect, they learn that the mug has been permanently affected by the [[Candle of Faith]] prayer. | |||
Aside from the mug, there is nothing remarkable in the chapel. A narrow staircase leads up to the chapel’s balcony, part of the second floor. The chapel’s glass doors lead out into the courtyard. | |||
=== Second Floor === | |||