[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.
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
- Basilisk
- Lich
- Golem
- Beholder
- Troll
- Devil/Oni
- Owlbear
- 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
#7 is so good! Thematic, interesting, clearly valuable, and highly useful under certain circumstances. What do the chess pieces think of a mediocre player?
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