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'''<big>Uvior Appears!</big>''' | |||
''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.'' | ||
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|The magic item can have an Essence Point cost of 20 or less | |The magic item can have an Essence Point cost of 20 or less | ||
|} | |} | ||
'''Uvior's Tragedy''' | '''''Uvior's Tragedy''''' | ||
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. | ||
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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''''' | ||
If the party threatens Uvior instead of talking with him, or if they try to abscond with more treasure than they agreed upon, it will result in combat. See the Showdown section for more information. | If the party threatens Uvior instead of talking with him, or if they try to abscond with more treasure than they agreed upon, it will result in combat. See the Showdown section for more information. | ||
'''<big>Undead Horde</big>''' | |||
''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.'' | ||
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If the party fights the skeletons, the skeletons will fight until dead. | If the party fights the skeletons, the skeletons will fight until dead. | ||
'''<big>Undead Guards</big>''' | |||
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. | ||
<big>'''Crepits'''</big> | |||
''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. | ||
'''<big>Portrait Trap</big>''' | |||
''You hear a quick, punctuated hiss.'' | ''You hear a quick, punctuated hiss.'' | ||
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|1d4 toxic damage | |1d4 toxic damage | ||
|} | |} | ||
'''<big>No Encounter</big>''' | |||
''Whatever you thought you heard, apparently it was nothing after all. The house was just settling, I suppose.'' | ''Whatever you thought you heard, apparently it was nothing after all. The house was just settling, I suppose.'' | ||
'''<big>Floorboard Trap</big>''' | |||
''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 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. | 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. | ||
'''<big>Book Trap</big>''' | |||
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. | 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. | ||
'''<big>Gretchling Scouts</big>''' | |||
''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.'' | ||
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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. | 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''''' | ||
Gretchlings are not strong creatures, and they will flee if the heroes act violent. If this happens, they will return in force later, led by Mogg. | Gretchlings are not strong creatures, and they will flee if the heroes act violent. If this happens, they will return in force later, led by Mogg. | ||
'''<big>Gretchling Squad</big>''' | |||
''You hear a chorus of slimy footsteps and quiet croaking. Large, reflective eyes stare out from the darkness.'' | ''You hear a chorus of slimy footsteps and quiet croaking. Large, reflective eyes stare out from the darkness.'' | ||
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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. | 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''''' | ||
Gretchlings are not strong creatures, and they will flee if the heroes act violent. If this happens, they will return in force later, led by Mogg. | Gretchlings are not strong creatures, and they will flee if the heroes act violent. If this happens, they will return in force later, led by Mogg. | ||
'''<big>Mogg Appears!</big>''' | |||
''A speckled gretchling approaches you, holding a high, proud posture. He wears a wizard’s hat atop his amphibian head.'' | ''A speckled gretchling approaches you, holding a high, proud posture. He wears a wizard’s hat atop his amphibian head.'' | ||
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|Each hero can also take one magic item with an Essence Point 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''''' | ||
If the party threatens Mogg, it will result in combat. See the Showdown section for more information. | If the party threatens Mogg, it will result in combat. See the Showdown section for more information. | ||
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=== Ground Floor === | === Ground Floor === | ||
[[File: | [[File:GroundFloor.png|center|frameless|623x623px]] | ||
'''1. Dining Room''' | '''1. Dining Room''' | ||
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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. | ||
'''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 | |||
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 Bloodoak 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 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. | 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. | 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. | 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. | 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. | 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. | 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 | Each hero can find one such scroll per hour spent in the library. | ||
{| class="wikitable" | {| class="wikitable" | ||
|+ | |+ | ||
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|4-8 SP; MC decides which spell | |4-8 SP; MC decides which spell | ||
|- | |- | ||
|'''21 | |'''21 or more''' | ||
|4-8 SP; player decides which spell | |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. | 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. | 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.'' | ''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. | Any creatures with the undead tag 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/ | The clay mug has an imprint of an executioner’s axe. A hero that makes a DC 10 INT/Religion (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 | 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. | 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 === | === Second Floor === | ||
[[File: | [[File:SecondFloor.png|center|frameless|590x590px]] | ||
'''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 | 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.. | ||
'''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. | ||
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* 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 | * 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 | |||
* 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. | |||
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)''' | |||
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''' | |||
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)''' | |||
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)''' | |||
The chapel’s balcony overlooks the auditorium, and the | |||
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: | [[File:ThirdFloor.png|center|frameless|610x610px]] | ||
'''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 | These balconies are occupied by 1d4 Skeletons each, who behave as described in the Undead Horde encounter. | ||
'''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 | 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''' | |||
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 | 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''' | |||
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 | ''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. 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''' | |||
The lounge is | 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. | |||
A DC 18 INT/History check made on the third floor of the library will reveal one | |||
'''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. | |||
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]] | |||
'''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''' | |||
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 | 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 | 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''' | |||
''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 | 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 | 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 | ''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 | 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 | 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''' | |||
''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. | ||
'''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 | 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 | == 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. | ||
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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 | 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. | ||
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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 | 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 | If the showdown is a battle, use these stat blocks and tactics. | ||
'''Fighting Uvior''' | '''Fighting Uvior''' | ||
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* 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'' | |||
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