Thursday, September 6, 2018

Magic Mansion Soiree Encounters

[1] Room that is 5ft longer on one side then it physically should be. There's a red line painted on the floor that shows this; it's just bragging rights, as even she couldn't afford a spell that made her house much larger on the inside then the outside magically. If wall is broken there will cause a sucking sound and the room will crack to snap back to where it 'should' be in 3d space.

[2] Room with an aquarium of rare fish. There's a sad little seal in a little wooden pool in the corner. He's trained to feed all the fish and take one for himself whenever the bell rings, and it's tied a magic hourglass in the adjacent room via cord.

[3] Doll room, filled with hundreds of dolls. Many in the center are life sized as big as children, and match descriptions of missing orphans.

[4] Spiral staircase leading up to the next floor, crafted by a dwarf. It's made of sawdust, cobwebs, and glass. It's far too fragile and delicate for anyone to walk on it while wearing armor.

[5] Urn of a long dead patriarch on a mantle. If knocked over the ash will animate into an angry ash wraith.

Cremated Ash Wraith (2 HD, ethereal, touch causes 1d6 damage. On 6 save or take 1 level of level drain of your primary class)
Morale: N/A

The Ash Wraith is angry of being disturbed, but does not attack those belonging to its family. Can be turned by a Sage or by someone waving around a flaming object.

[6] Crawlspace between all the walls in the house for young servant boys to use to carry around packages without actually using the immaculate hallways. Little sliding doors hidden into the walls allow dirty little hands to give you letters. Might be incorporated into some kind of fancy "fake" murder mystery the noblewoman has set up for the guests.

[7] Study with a magical chess set, which plays by itself when nobody is touching it. The chess pieces have become very cruel and cunning after dying and fighting for hundreds of battles, and can defeat almost any human opponent. The horses on the knight pieces nip at your fingers when you touch them, and the pieces cry out for blood.

If you manage to simulate a battle or army on the chess board out of chess mechanics they may just reveal the secret strategy to defeating them.

[8] Rainbow washbucket, by tossing in a garment and declaring a color it will both wash and magically change the color of the garment. Still not gentle enough to work on high quality clothing, the lady of the manor still has several washing servants.

The water will splash on a random party member and the first color shouted out will be what color their armor or robe becomes permanently.

[9] Hallway with a gargoyles head carver into the banister above it. It will stop you and demand you answer a riddle to pass. The lady of the house knows all of its riddles and their answers, but you can just pass under it without answering by making a save.

If you teach the gargoyle a new riddle, it gains the power to deal 1d6 damage to anyone who fails to answer it. Until the lady of the house knows that riddle as well, the gargoyle can wreck havoc.

[10] Animated portraits line across a dining hall. The figures are usually in parades or noble attire, and freely swap between paintings to meet with each other.

A few doodles from the children and graffiti from the servants have managed to sneak their way into the paintings and hide in the background making the painting a poor juxtaposition. If you spend more then a few minutes examining the paintings you take 1d4 Charisma damage, unless if you have a bottle of paint thinner and blot out the offensive creatures from existence.

[11] There is a waiter carrying a silver chalice filled to the brim very carefully, but isn't watching where he is going. Make a save or you bump into him and he drops it; the liquid forms into a minor water elemental and attacks.

Minor Water Elemental (4 HD, +4 AC, 3 water whip attacks 1d4, Immune to ice damage, Ice spells that deal at least 6 damage stun for 1 round instead)
Morale: N/A

[12] Mask Party. Several nobles are sitting on chairs in a circle, given spooky masks and told that their “true selves” will be revealed. All the nobles will turn into a semi-monsterous version of the creature on their mask- they are much lesser then the creature itself, just having some of its abilities at a weakened state and having their normal hit die per character. Some of them will lose themselves to this new form, while others will accidentally harm others, and some may accuse anyone nearby of being in on the curse.

One chair and mask stands vacant, in which case a character who wore it will need to make a save or lose their free will as a monsterous form. The mask can only be removed via a wish or if the character lives virtuously for a year.

Mask Monsters – 1d8
  1. Basilisk
  2. Lich
  3. Golem
  4. Beholder
  5. Troll
  6. Devil/Oni
  7. Owlbear
  8. Werewolf

[13] The Fool's Shoes. Placed in a decorated wardrobe, they're a magical pair of shoes that make anyone who wears them tumble, fall, twist, jump, and look like a total fool of themselves.

Wearing the shoes makes your Dexterity modifier treated as +2, unless it was already +2, in which case it is now +3. The shoes could be very valuable and useful if stolen from the manor.

[14] Room contains several young men dressed in full body, skin tight suits made of a semi-magical substance called latex. Each man is wearing a painted outfit the corresponds to one of the fruit on the endless fruit & juice fountains in the room. They are tasked with offering guests fruits, and will brutally beat and strangle each other for the amusement of the guests.

The one who gets the most guests to eat the most of their fruit will win a prize; the Panacea Pineapple. It is said to be able to cure most earthly diseases or cause a painless and merciful death to those with terminal illness. All of them will turn on anyone who tries to take it for themselves, as all of the young men have dying grand parents or siblings and they need to win, and will do anything it takes to claim the prize. It's nearly priceless if you managed to find the secret hidden chest in the hidden room it's locked in.

[15] 'Lil Genie Room. This room is done up in a not!Arabian style and has several throw cushions, phantasmal veiled belly dancers, and a big hookah in the center with a smokey genie hovering over it. The genie has been imprisoned and must grant “unlimited wishes”, but its wishes are stretched so thin as to only apply to within this room.

The genie could, for example, grant you untold riches. But the moment you tried to take any of the gold outside of the room, it would disappear. Injuries you wished to heal would reappear, age you wished away would return. You could wish to be King of the world, and all would respect your authority and it would be true, but only in that room. Two guards stand outside the room with bows; to stop anyone from casting any truly destructive or wishes that go against their lady's best interests. There is a young servant girl hiding away in this room; she'd asked the genie for food for so long that she would starve to death the moment she left the room.

[16] Nap tablets. Within this darkened room full of beds and curshions are little pink tablets that, when swallowed or mixed with a drink and drunk, make the user feel very tired and fall asleep. They fall asleep for two exploration turns, and then wake up as refreshed as though they had slept a full 8. These tablets are used by the guests so they can sleep and continue to enjoy the festivities after many, many hours, but each could be sold on the black market for 2d6x30 coins.

The room also always contains 3d6 sleeping noble party-goers, wealthy merchants with treasure tucked under their pillows, and powerful wizards resting to restore their spells. Most of them have guards, who will probably notice you trying to steal or murder their boss, or steal the tablets. The tablets are located within three crystal chalices floating around the room.

[17] The Wondrous Wall. Small “spots” of glowing light travel along the wall's surface, and anyone who touches the spot feels the sensation of the color and texture of the spot. So the spot may appear as rushing water, and touching it will cause your fingers to feel wet and cold from the spring. There is a spot that appears as a hot flame, and the moment it touches your fingers you will pull them back from the heat, but if your hand was forced to stay you'd take 1d4 fire damage.

The spots slowly drift around the wall, and a few nobles crowd around it and daring each other to touch the different spots.

Each spot can be removed with a paint scraper and a little bit of patience. After slapping it on another surface, it will start to “explore” its environment, but cannot leave its new wall. By rolling up the spot like a scroll and “invoking” it, a magic user can conjure a tiny amount of whatever the spot represented; a bucket's worth of river water, 1d4 jet of flame, a small fox for the spot that appeared as a soft animal's fur, a stingray for the bumpy gray skin spot on the wall, etc.

[18] Dragon egg in a glass case. The case has a lair of frost on it, hinting at the fact that anyone who touches it will take 2d8 ice damage and a loud banshee scream will alert the nearby guards.

Wealthy merchants crowd around the dragon's egg, as if amazed at the sight of a dragon up so close. The dragon egg is worth 2d4x5000 coins.

[19] The Season clock. Up in a taller tower room of the mansion; by turning the key on this huge magic clock, the room and viewing windows change entire seasons. The trees outside bloom, and butterflies go by in spring, before cold icy winds come and the trees lose their leaves for winter if you turn the key two more times, etc. The temperature of the room also changes depending on the season, and the servants here have magic outfits that change color and theme to fit whatever period of time of the “year” it is in the room. The key of the clock is magic and could be used to operate many different magical devices.

The time distortion is kept contained within this room, and your ears pop would you leave it. If any of the reinforced windows are broken, it causes a magic backlash that hits everyone in the room. Make a save to simply grow a beard or have some of your wrinkles disappear. If you fail the save you turn 1d8x10 years old.

[20] The Wine Cellar. Down carpeted steps into a small dark cellar, filled with many open caskets of wines and alcoholic drinks. There is a siren suspended into a magical bubble half filled with ocean water floating above the room, taking song requests. The wines include regular, vintage, and magical drinks. The siren's music is muffled so she cannot control people, but she will try to get the party to fire arrows or throw things at her so she can pop the bubble and start eating or controlling the house guests below.

Wandering Monsters
Roll 1d6

[1] Plucky Thieves (1 HD, +2 AC, 1d4 knives, blending in as servants, +1 to saves)
Morale- 9
Numbers- 1d6+1

[2] Fed-Up Summon (3 HD, +1 AC, 1d8 sledgehammer, scary gargoyle face -1 hireling morale, scares away other house guests and guards, smashing holes in wall)
Morale- 12, 14 when damaged from rage
Numbers- 1

[3] Sleeping Magus Dream-Projection (2 HD, casts 1st and 2nd level spells, ghostly and must be harmed with magic spells or weapons)
Morale- 10, gets bored instead of retreating
Numbers- 1 or 2

[4] Revolting Guards (2 HD, +2 to hit, +4 AC from armor, want your money not your life)
Morale- 7
Numbers- 2d4

[5] Loose Oven-Bound Fire Elementals (1 HD, 3 HD, +4 AC, 3 flame spark attacks at 1d4 fire damage, immune to fire damage, splashing water on it kills it)
Morale- N/A
Numbers- 1d4

[6] High Noble Duelists (2 HD, +2 to hit, +3 AC, 1d8+1 magic rapiers, wearing jewlery worth 1d8x100 coins, drugs make them ignore mind-effecting spells)
Morale- 12
Numbers- 1d6

1 comment:

  1. #7 is so good! Thematic, interesting, clearly valuable, and highly useful under certain circumstances. What do the chess pieces think of a mediocre player?